245 commits
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a31fd631ad |
fix #381: Options-panel footer needs an opaque backing field
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> |
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2a248c0d48 |
fix #380: Chat tab opacity sliders were missing their retail row captions
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> |
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c121842664 |
fix #378: Config-tab dropdown menus render bare with no popup chrome
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> |
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a8ce010d02 |
fix(ui): #375 residual — activate the Configure Keyboard screen's own tab control
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> |
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3441a71833 |
feat(ui): mark store-only option rows dimmed (user-directed, gate 2)
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> |
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8bd7e3b88d |
fix #375: Configure Keyboard live mount — string resolver + parked template prototypes
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> |
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1c5cd969b4 |
Merge op8-keyboard: Campaign OP slice OP8 — Configure Keyboard
Brings |
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f1d502072e |
fix(ui): OP8 round-2 residuals — inert-row conflict exclusion, DAT-default display, injectivity pin
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> |
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348d794359 |
fix(ui): #372 — Chat filter labels resolve from their real table 0x2300000D
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>
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b1968ce980 |
fix(ui): OP8 rework — activation/scope preservation, camera-row de-alias, conflict-confirm dialog
Fixes the three MUST-FIX findings from the 2026-08-11 combined dual-lens
review of commit
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c3ed32fb5a |
docs+test: #372 — Options tabs blank + Gameplay buttons dead at first connected gate
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> |
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b4edee970f |
feat(ui): Campaign OP slice OP8 — Configure Keyboard
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> |
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472525b99e |
fix(ui): OP6 rework — six range captions, un-invert Sound enabled flags, five font faces
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> |
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6d0b0f9285 |
fix(ui): OP5 review fixes — thumb sync, batched opacity writes, cull register row, tests
Fixes the OP5 (Chat tab) dual-lens review findings against |
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f5ac1742ba |
feat(ui): Campaign OP slice OP6 — the Config tab
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> |
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ac0304dcf0 |
fix(ui,runtime): OP4 re-review residuals R1-R4 (coordinator pass) — OP4 CLOSED
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>
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e71e5a9614 |
feat(ui): Campaign OP slice OP5 — the Chat tab
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> |
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bc43fb1d1d |
fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
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> |
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22b86b9ff4 |
feat(ui): Campaign OP slice OP4 — the Character tab
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> |
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cb3346907d |
fix(ui): OP3 re-review residuals R1/R2/R3 (coordinator pass)
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
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386076af0f |
fix(ui): OP3 review fixes — byte-verified Magic chat lines, Gameplay/OptionPage shape, mid-air tri-state, shared geometry
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>
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9d26ecc623 |
feat(ui): Campaign OP slice OP3 — Options panel shell, open paths, Gameplay tab
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> |
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5242de9f15 |
fix(ui): OP2 re-review closure (coordinator pass) — AP-195, tooltip port, zero-children pin
Closes the mechanism lens's REOPEN (one MUST-FIX) and both lenses' small
residuals on the OP2 rework (
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b236a44279 |
fix(ui): OP2 rework — dormant UiDatElement subclasses, fixed Panel/CheckboxBitfield64 mechanism
OP2 (
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df9c7a35eb |
feat(ui): Campaign OP slice OP2 — tab control, template ListBox, UIOption widget mappings
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,
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bcc34ee301 |
feat(chat): retail text style — two-plane glyph outlines, authored SpewBox/chat styles
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> |
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5b54387b8e |
fix(chat): round 4 — no user-visible meta text, real /help groups, indicator buttons toggle
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> |
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a819687cf0 |
feat(chat): Campaign CH slice CH6c — window opacity + transparency setting
Retail's ChatInterface::SetOpacity (0x004F3120) fades the WHOLE composited
window surface with one alpha; UiRenderContext.ApplyAlpha already gated
DrawSprite/DrawRect/DrawFill (since
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1aa7709988 |
fix(chat): CH6a/b rework — grip media, retail window-id model, floaty fixture
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
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22020ef2c4 |
feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
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> |
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1fd515436c |
feat(chat): Campaign CH slice CH6a — retail chat-window layout + 8-grip resize
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> |
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47e40900f3 |
fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes
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> |
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5d247d5518 |
fix(chat): CH4 re-review fixes — dialog-queue reentrancy, settings option-bit chokepoint
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> |
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34d8a3c0e7 |
fix(chat): CH1 review fixes — sbb-idiom channel catch-all, command-output typing
Applies the Opus review findings on CH1 (
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6bb4cfa795 |
feat(ui): the spell-bar drop ring — retail's authored drag-accept state, and the ring exposed a real drop off-by-one
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The green ring is retail's own art: every UIItem cell carries an authored DragAccept child (catalog 0x21000037, child 0x1000045A), and the spell bar's drag-over handler (SpellCastSubMenu::OnItemListDragOver @0x004C5990) flips it to the Accept state (0x10000040 -> surface 0x060011F9) for any spell payload. Ported through a per-slot SetDragAcceptVisual seam + a catalog DragOverAcceptance hook; other lists are untouched (null acceptance = neutral). A polarity error in our older docs (Accept/Reject state ids swapped) was corrected against three independent sources; the shipped art was always right, only the labels lied. The ring shares ONE landing computation with the drop (FavoriteDropIndex) — and that requirement exposed a genuine #354 off-by-one: the empty-tail path double-applied the -1 adjustment (retail gates it on the lift's removal @0x004C7157), landing a reordered spell second-to-last instead of last. Fixed; discriminator-verified both ways. AP-172 narrowed + its false empty-tail claim corrected. Clean-room complete solution: 11,545 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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81a9d85a1d |
fix(ui): spell-bar drag-reorder works — the per-frame rebuild was destroying the dragged cell (#354)
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Everything already existed — the drag payloads, the favorite wire pair (0x1E3 add-at-position / 0x1E4 remove, byte-confirmed against retail's Event_AddSpellFavorite @0x006A0F70 and ACE), the insert-shift state ops. The bug: lifting a favorite fires SpellbookChanged, the next per-frame Tick rebuilt the bar, the rebuild flushed and recreated every cell, and UiRoot's subtree-removal safety net canceled the in-flight drag whose source had just been destroyed — one frame after every lift, before any drop could land. The rebuild now defers for the duration of the drag gesture, and the drop ports retail's own -1-if-lifted-before-target index adjustment (SpellCastSubMenu::AddFavorite @0x004C7060) so final positions are byte-identical: insert-shift, not swap; drag-out still deletes (the lift's removal stands on a missed drop, retail's shape). The real-pointer-pipeline test fails against the pre-fix code with the exact cancellation and passes after; a discriminator pins that physical-item drop handlers reject the spell payload. AP-172 files the one presentation divergence (mid-drag reflow happens on release, not continuously) — renumbered from the agent's AP-171 draft, which collided with the same-day double-click row. #354 filed and closed. Clean-room complete solution: 11,541 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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d674b99f56 |
feat(ui): double-click-to-buy (AP-171, user-approved) + #353 toolbar text fixes — authored right-justify and two-line name wrap (Fable)
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Double-clicking a vendor shop item now buys through the Buy button's exact quantity/price path — retail has NO double-click-to-buy (the named table sweep's negative evidence stands); the user chose the addition explicitly and AP-171 records it. #353 (pre-existing, user-reported): the stack-count entry is AUTHORED HJustify=2 — right-justified flush against the slider on its own row — and UiField already supported RightAligned; nobody had honored the authored value. The name element is AUTHORED two lines tall (H=31, W=140): long names now word-wrap at the authored pixel width onto a second centered row via two stacked one-line labels reusing the existing centered draw path (WrapNameTwoLines: greedy word break, no hyphenation, second row clips like retail). Ten SelectedObjectController structure tests updated from single-label to first-label access. Lesson re-learned the hard way: the first "green" run used a stale TEST assembly (only the App project had been rebuilt) — the clean-room caught it, per feedback_stale_build_artifacts. Full App 4,329/3 and Core 4,381/1 verified green on properly rebuilt assemblies; the one transient Core Release failure did not reproduce and is noted on #351. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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02b735ba4a |
fix(vendor): evidence-based pass — max-first stack ceiling; the local player resolves never-animated MoveTo targets
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Both chains pinned by the live [vendor-diag] run (vendor-diag.log) after three code-reading rounds each failed: The split bar: ACE serializes descStackSize=1 for EVERY browse row (live wire, log 343-348) — the R1-era "ACE never populates desc" claim is retracted with the line quoted. Retail's vendor sites read pwd._maxStackSize directly (four sites, incl. UpdateItemsList @0x004c1ea0 stamping min(remaining, _maxStackSize)); ResolveAuthoredStackSize flips to max-first for its vendor-only consumers. Taper ceiling 1000, scarab 100, seed 1 for exempt. Pricing still reads the desc (per-1 values on ACE). Walk-to-use: the local player's getObjectA seam was bound to TryGetPhysicsHost, which resolves only INSTALLED physics hosts — a never-animated vendor has none, so TargetManager.SetTarget got null, the MoveToObject armed with zero nodes, and UseTime never dispatched. The log's natural=False completions were the user's own movement keys (retail-correct input-edge cancels); attempt 4 worked because the greeting animation had installed a host. RuntimePhysicsState gains the retail CObjectMaint::GetObjectA seam (bound canonical resolver with installed-host fallback); the graphical host binds the SAME lazy-minimal-host resolver every remote already uses — whose own doc comment names this exact never-animated hazard. The reservation release was already correct (2b premise refuted with evidence); the production-wiring invariants are now pinned by four new tests including the pre-fix pathology as a permanent sabotage control. AP-169 rewritten a second time, honestly. The [vendor-diag] probe family (ACDREAM_DUMP_VENDOR) lands env-gated for future live triage. Clean-room complete solution: 11,536 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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d003449bb4 |
fix(vendor): re-gate residuals — MaxStackSize is the stack operand, wire-authored use radius, purse summaries
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R1 the split bar's operand is the item's authored MaxStackSize —
three retail sites read pwd._maxStackSize directly (InqListSlotCount
pc:200052, buy-button cases pc:203996/204086) where ACE never fills
the desc stack and standard stock is unlimited. Threaded StackSizeMax
end to end with one shared resolver; the two literal _maxStackSize
sites are now byte-exact; AP-165 retired, AP-169 corrected.
R2 walk-to-vendor never opened because GetUseRadius used an UNCITED
3m Creature heuristic as the local stop distance while ACE's poll
demands the authored radius (default 0.6 m) — the walk stopped and
the Use fired far outside acceptance. Now reads the wire-authored
spawn UseRadius with ACE's exact fallback; heuristic constants
deleted. A first sabotage attempt was non-discriminating
(coincidental 0.6) and was corrected — the discriminating version is
what landed.
R3 the Buying/Selling purse summaries ("Buying %d %s worth %hsp" /
"You have %hsp") recovered from the binary data segment where BN
mis-attributes the Buy-side literal; wired to staging and money
changes on the four authored text elements; AP-166 narrowed to the
pending-sell highlight.
Clean-room complete solution: 11,528 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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68568a3a59 |
fix(vendor): grand-gate findings — wire-truth container counts, the live split bar, arrival-gated use, prepend-order race
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Four live findings, each with the paper-verification failure named: G1 the container-capacity guard counted containers by a local type/capacity heuristic that over-classifies ordinary items; retail buckets from the wire's ContainerProperties at insert. Now reads ClientObjectTable's existing ContainerTypeHint (AP-168 narrowed to the shop-stock half; a pre-check must never false-block). G2 the amount bar never showed live because ACE never sets StackSize on browse listings — DescStackSize is null for every real vendor item and the C4 paper test hand-set the field, bypassing the materializer. The materializer now falls back to the packed supply count (AP-169, ACE adaptation); the new test drives the REAL materializer. G3 an out-of-range Use now dispatches ON ARRIVAL (pickup's shape): ACE's HandleActionUseItem only opens the vendor when the Use finds the player in range — a click-time send is greeted and dropped (AP-170, ACE adaptation; retail's server walks the player, ACE does not). G4 bought items appended because ACE's placement echo (UIQueue) can beat the CreateObject (SmartboxQueue) — cross-queue, no ordering guarantee — and the early echo was silently dropped. ClientObjectTable now stashes unresolved placements and replays them at Ingest: buys land at the retail list head. No register row — this RESTORES parity. Clean-room complete solution: 11,521 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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c68ad1e646 |
fix(vendor): 6b/6c review corrections — pre-send guards, accumulating staging, trade-note exemption, drag-over tab switch, full-stack sells
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All thirteen findings, each anchored in recovered bytes or pc reads:
Buy All now runs retail's four PRE-SEND guards in order (pyreal and
alt-currency affordability, container and item slot capacity; strings
recovered from .rdata at 0x007b57b4/0x007b5750) — a rejected batch can
no longer destroy the staged list. Staged adds ACCUMULATE with the
5000 cap ("I can't possibly sell you that much!..." @0x007b59d8) and
the shop rows decrement/restore per RemoveFromShop. The max-value sell
rejection exempts trade notes — the raw bytes at 0x005d1add are `not`
(bitwise), not the pseudo-C's misleading `!`, and the early ret skips
the min check too. BF_RETAINED gates selling end to end (the bit was
already on ClientObject; AP-164's three claims were all false once
traced — RETIRED). Dragging over the vendor window auto-opens the
Selling tab per UpdateDragOver — with a correction to the review's own
citation: token 0x100000cd is the SELLING page, the guard is
"don't reopen the current tab." Sells are full-stack-only (three
retail sites; "Cannot sell part of a stack" @0x007b57ec) and Sell Item
acts on the global selection unconditionally. The confirm string gains
its byte-true trailing '?', dies with the session, staged-row
highlights repaint, dead guids unstage with retail's shopping-list
notice, and move-to-use no longer walks to targets the dispatch would
refuse.
AP-162 narrowed, AP-164 retired, AP-167/AP-168 filed honest.
Clean-room complete solution: 11,508 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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92ea3977b6 |
feat(vendor): Slice 6b/6c — move-to-use, buy staging, selling; the vendor arc is functionally complete
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C1 an out-of-range Use now approaches first via the existing client-predicted BeginApproach (Pickup's far-range shape mirrored; retail's ItemHolder::UseObject @0x00588A80 has no range check and the dispatch stays immediate). C2 Add-to-List stages into the Buying tab via VendorStagingList (RemoveProfileFromList's two shapes, pc:200497-200537), Buy All sends ONE batched 0x005F and flushes staging on send exactly as retail does (SendShopEvent -> Flush, pc:204075-204076 — not UseDone-gated), and X-close over a non-empty staging list shows retail's confirm string recovered verbatim from the binary data segment (0x007b5bd8) through the existing dialog factory. C3 the Selling tab's list is the sole drop target (retail's single IsAncestorOfMe gate, pc:204229-204246); VendorSellAcceptability ports InqAcceptability with all rejection strings recovered verbatim from the raw data segment; the sell side prices with BuyPrice (retail's inverted naming: what the vendor PAYS) and 0x0060 carries no trailing currency field, unlike Buy. C4 the status-bar reproduction test PASSES against the production toolbar mount — retail's toolbar shows count + name with the split bar and NO price parenthetical (that figure is the vendor row's own cost text); no code change, the live gate referees. C5 pack order verified correct, untouched. Register: AP-161 narrowed to its two pre-existing cosmetic gaps; AP-162 extended over Buy All; AP-164 (non-sellable bitfield unmodeled), AP-165 (DescStackSize for _maxStackSize in the removal test, bounded), AP-166 (purse text + pending-sell highlight cosmetic) filed. Clean-room complete solution: 11,482 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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33b45ee581 |
fix(ui): vendor dropdown polish — authored arrow-cap with open/closed flip, downward popup, left-aligned rows
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Three gate findings, each settled by authored data rather than invention: the button face is retail's two-piece assembly and the 17x19 arrow-cap 0x1000034E now renders with its authored Normal(closed)/Highlight(open) states; the popup direction is an AUTHORED attribute (UIElement_Menu::Open pc:120210-120252 — bool attr 5, chat authors upward=true, the vendor menu authors nothing and defaults downward), so both menus are now byte-faithful with no special case; and the 19/20px text indents were chat-specific checkbox/LED clearances the vendor rows don't author — measured against the live retail font, "Spell Components" overflowed by 11px and now fits with 8px to spare. Chat's menu defaults are bit-identical and its tests untouched. AP-161's arrow-cap note closes. #351 files the pre-existing FarLoad Debug flake (three sightings today, never in clean-room Release). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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5224e43890 |
fix(vendor): gate-findings pass — the X button HIDES like retail, clicks return, the dropdown scrolls, pyreal suffix, staged-tab slots
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The user's connected gate found five issues; each fixed at the root: G4 (the discovery): retail's vendor X button calls only SetVisible(0) (pc:204147-204182) — the SESSION stays open and re-using the vendor lands on the same-session refresh; the range watcher remains the sole real close. Our port invented a full teardown on X, which is exactly why reopening died. The Runtime fixture proves the wire dispatch was never the problem; ACE has no already-open short-circuit. G3 (regression from the drag-suppression fix): denying IsDragSource also dropped press capture, so clicks fell through to window-drag. UiItemSlot.HandlesClick now claims presses for any occupied cell independent of drag eligibility — clickable and draggable are separate concerns. G5: the authored popup 0x21000043 is ONE scrollable column with a real scrollbar subtree (live-dat scan: ListBox 0x10000350 + scrollbar 0x10000351), not a 3x6 grid. UiMenu gains an authored-driven Scrollable mode (wheel, thumb drag, track paging, up/down buttons); chat's menu is untouched and its ten tests prove it. G1: retail's cost format is "%s %hsp (you have %hsp)" — the p after each %hs is a LITERAL pyreal suffix the port swallowed as part of the specifier. Restored. G2: the Buying/Selling pages' authored lists (same cell template as Items) get the empty-slot fill, presentation-only until staging. Clean-room complete solution: 11,390 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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3c9fc57adb |
fix(vendor): Slice 6 review corrections — ownership-checked retire, live slider display, drag-proof shop rows, hardened buy reservation
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All nine findings from the buy-arc review, at root: F1 the materializer's retire pass re-checks ownership (guid->vendorId map; remove only while the live object's ContainerId still equals the recording vendor) — buying a player-sold UNIQUE no longer deletes the item you just purchased; the discriminating reparent-then-refresh test pins it. F2 the cost/name display subscribes to the live split state and shares ONE quantity computation with Buy (retail re-renders per slider tick: RecvNotice_StackSliderChanged 0x004C4500) — the sentence and the charge can no longer disagree. F3 shop rows never mint drag payloads (UiItemSlot.AllowDragSource gates both IsDragSource AND GetDragPayload — the second gate was caught by this pass's own test). F4 sendBuy reports whether anything was sent; a null-session buy cancels the reservation instead of leaking BusyCount forever. F5 the retire loop snapshots, isolates per-guid observer failures, and clears its tracking in finally and Dispose — teardown convergence can no longer wedge. F6 auto-select is retail's unconditional first-filtered-item shape (pc:201180-201184; the survival-check was our invention and the comment claiming otherwise is corrected). F7 non-stack buys clamp to quantity 1 locally (BuySingleItem pc:201669). F8 the Add button is hard-disabled until staging exists. F9 AP-161/162/163 rewritten to the post-fix reality. Clean-room complete solution: 11,378 passed / 4 skipped / 0 failed. The #350 render-ledger overflow observed this session is under separate investigation and is NOT addressed here. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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97cf873870 |
feat(vendor): Slice 6 buy arc — shop items are real objects, vendor selection is THE selection, and Buy works (0x005F)
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Three ordered pieces in one landing (the shared controller/composition files carry all three; the internal order was 6.1 -> 6.2 -> 6.3): 6.1 VendorShopItemMaterializer diff-merges the shop list into the live ClientObjectTable on VendorState transitions (so client-local close and session teardown retire the entries too) and never claims a guid it did not add — ACE's UniqueItemsForSale can re-list a guid a player once held (AP-163 files the collision-skip; no retail counterpart traced). Right-click examine on shop items now routes through the ordinary appraisal path — the 5.4 F7c blocker dissolves with the table entries. 6.2 SelectionChangeSource.Vendor: row clicks, auto-select, and examine all flow through the canonical SelectionState; the status bar and the existing byte-faithful StackSplitQuantityState slider light up unmodified. VendorSplitPolicy is the single 0xDC41CB0 mask owner; the slider VALUE seeds to 1 for exempt items while maxSplitSize keeps the stack (the splitSize/maxSplitSize distinction, research §B.3). Selection clears at retail's actual site — VendorItemsUI::RemoveFromShop (pc:202848), not a CloseVendor-level clear that does not exist. 6.3 BuildBuy (0x005F): vendorGuid, count, (i32 amount, u32 guid) pairs, and the trailing alternateCurrencyId the REAL client sends (CM_Vendor::Event_Buy pc:689288) though ACE's reader ignores it. TryBuy rides the EXISTING J5.2 one-request-at-a-time reservation and completes on UseDone; the Buy button disables while a request is in flight. The reconciliation round-trip (money property update, inventory CreateObject, ApproachVendor refresh -> panel rebuild) is proven by a synthetic-inbound test against existing machinery — no new owner. Register: AP-161 narrowed (selection + examine residuals close; staging/Sell remain; double-click-to-buy confirmed ABSENT from retail with negative evidence cited — we match retail). AP-162 files the conscious no-client-side-affordability-precheck deferral. Clean-room complete solution: 11,368 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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e602f84be2 |
fix(ui): Slice 5.4 review corrections — the dropdown renders from its authored popup, retail cost semantics, auto-select, icon overlays
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All nine review findings closed at root (one sub-item consciously
deferred):
F1 the category dropdown now draws: sprites/fonts wired and the popup
geometry read from the vendor menu's own authored popup LayoutDesc
0x21000043 (root 0x1000034F — correcting the review's 0x1000014F
transcription) per UIElement_Menu::MakePopup (pc:120705); chat's menu
is untouched and its tests prove it. The new test drives selection
through the REAL open/hit path the review flagged as bypassed.
F2+F3 the selected-item cost display ports VendorItemsUI::UpdateItemsUI
verbatim: quantity via the 0xDC41CB0 split-size mask (whole-stack for
ammo, per-unit for groceries/components; mask lives at the toolbar
SEEDING site pc:198784), plural names with retail's
fall-back-to-singular (pc:409056 — correcting the review's "name+s"
guess), full cost sentences with comma grouping and the player's coin
total, and Buy/Add buttons that disable without a selection.
F4 category switches auto-select the first filtered item (pc:201180).
F5 icon underlay/overlay/effects + plural name forwarded from the
already-parsed wire fields through VendorShopItem to the icon
composer. F6 a DIFFERENT vendor opens on its own first category;
same-vendor refresh preserves per the clamp. F7 scroll resets on
rebuild and authored empty slots fill; the right-click examine route
is consciously DEFERRED (shop items are not in ClientObjectTable and
the appraisal panel hard-requires it — documented, not faked).
F8 VendorState.Apply's fanout gets the same per-listener isolation as
Close/Reset. F9 AP-110/AP-161 wording corrected ("quantity-correct
pricing") and AP-161 rewritten to exactly the remaining conscious
gaps.
Clean-room complete solution with the #348 cursor fix in the same
tree: 11,334 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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c721830e71 |
feat(ui): Slice 5.4 — the authored vendor browse panel (LayoutDesc 0x21000012)
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The vendor window is retail's own: LayoutDesc 0x21000012, root 0x100000B7, found by enumerating all 101 layouts for the one containing both known tab controls and clinched by the root's Type 0x10000017 — the literal UIElement::RegisterElementClass id for gmVendorUI (pc:202075). Discovery evidence and the D0 read live in the research doc's new §B.4. D0 corrected two assumptions: retail's category "tabs" are a UiMenu DROPDOWN fed by a hardcoded 18-row ordered category table (ported bit-for-bit against our ItemType enum; list always scoped to exactly one category, first-present wins, selection preserved across refresh per retail's clamp), and the layout authors THREE tabs — Items (browse, this slice), Buying and Selling (staged-transaction review, Slice 6) — decision 4's "browse/Buy tab" names the Items tab retail's mode-2 OpenTab opens. The non-default tabs render and switch pages but stay inert, fenced in comments. VendorUiController mounts Items: category dropdown, icon-cell item row with the retained scrollbar, per-unit retail pricing via VendorPricing.SellPrice (the vendor-stock path VendorProfile:: VendorSellPrice feeds), name/cost on selection. The panel is a pure projection of VendorState — opens on populate, closes on clear; the close button's VendorState.Close() is its only permitted mutation. Nothing on the wire. AP-110 narrowed (vendor leaves the absent-panels list); AP-161 files the precise Slice-6 remainder (Buying/Selling unwired, Buy/Add buttons, InqAcceptability). Twelve controller tests on a real-dat fixture. Clean-room complete solution: 11,323 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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d6e8b60303 | fix(movement): invalidate burden on enchantment changes | ||
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1d8371dbe5 | fix(ui): refresh live skill rows |