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Author SHA1 Message Date
Erik
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 b4edee97 (docs/research/2026-08-11-op8-review.md).

M1 — SetForAction destroyed ActivationType/InputScope on every write,
collapsing walk-mode's Hold, the three combat-scoped bindings, and
CameraInstantMouseLook's mouse chord the instant a row (including
Defaults, which touches all ~140 mapped rows at once) wrote back.
Widened the Bindings seam to carry the full Binding (chord + activation
+ scope), not a bare chord: KeyboardConfigController captures each
row's live Activation/Scope ONCE at build time (every multi-chord
action in KeyBindings.RetailDefaults() shares one pair across all its
bindings) and reapplies it on every write — rebind, Cancel/Revert, and
Defaults (which restores DAT-sourced KEYS only, never touches the
pair). New tests pin this across both Defaults and Cancel for a
Hold+MeleeCombat-scoped action.

M2 — InputMap 0x5 (CameraControls) and 0x6 (CameraAlternateControls)
aliased one InputAction each: both rows read/wrote the same live target,
so they showed identical stale chords, a rebind of one silently wiped
the other, and a row could conflict with its own twin. Building real
per-scheme dual-binding storage (or new InputAction members plus the
camera-dispatch code to consume them) is a feature, not a one-line fix.
Chose the third option: only ctx 0x5 — the scheme RetailDefaults()
actually has live support for — maps to InputAction; ctx 0x6 falls
through to the existing unmapped/store-only path (AP-203), fully
rendered, bindable, and persisted, honestly carrying no live effect.
This also retired 10 stale allowlist entries in the DAT-vs-
RetailDefaults() round-trip test: with the alias gone, ctx 0x5 alone
matches RetailDefaults() exactly for all twelve Camera actions.

M3 — the auto-reassign-on-conflict path was wired silent in production
(NotifyReassigned: _ => "") though the contract asked for a prompt and
retail confirms before overwriting (OpenOverwriteBindingDialog). Wired
a real confirm dialog through RetailDialogFactory.MakeConfirmation —
the same seam GameplayConfirmationController already uses — read
lazily since DialogFactory mounts after MountKeyboardConfig in
Initialize()'s order. Only reassigns on accept; decline leaves every
row untouched. AP-204 (which recorded the narrowing) is RETIRED; the
still-true OK/Cancel left-click-vs-right-click-release note moves to a
code comment (zero observable difference, doesn't warrant a register
row). Reverted the gate script's step 9 from documenting the silent
shape back to the real confirm-prompt behavior.

SHOULD-FIX addressed as one-liners in files already touched:
- S1: non-user-bindable conflicts are now checked BEFORE any row
  conflict (retail's own order), and ALL conflicting rows are collected
  (N-way), not just the first match.
- S3: Save wraps the file-write pair in the same try/catch
  RuntimeKeyBindingTarget.Apply already uses for keybinds.json.
- S4: assigning "Mapping 3" on a row with no existing bindings now
  lands on display index 2, not index 0 — ReplaceSlotValue trims only
  TRAILING empty slots instead of stripping every default(KeyChord).
  Right-click on an already-empty slot is now a no-op instead of
  shifting later bindings.
- S6: UiButton.OnRightClick returns false (unhandled, bubbles to
  parent) when no handler is set, disabled or not — matching the
  pre-existing behavior the class doc already claimed.

Left for a future pass (not one-liners): S2 (ActionMap.ConflictingMaps
is still unread — the conflict scan treats all 306 rows as one flat
universe instead of respecting the DAT's own legitimately-shared-key
table) and S5 (the ~330 DAT layout imports still run eagerly at mount
instead of lazily on first open).

19 KeyboardConfigControllerTests (was 12): +2 activation/scope
preservation (Defaults, Cancel), +1 camera de-alias, +2 confirm-dialog
accept/decline, +1 non-bindable-takes-priority-over-row-conflict, +1
sparse-row third-slot placement. Full solution suite 13,154 passed / 4
skipped / 0 failed (this round's baseline 13,147/4/0, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 09:53:10 +02:00
Erik
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>
2026-08-11 09:19:54 +02:00
Erik
67b0815c79 fix(ui): OP5 re-check residuals R1/R2 (coordinator pass) — OP5 CLOSED
R1: UiRoot now delivers WM_CAPTURECHANGED (0x215 — retail's own Win32
event-id space) to the element losing pointer capture on BOTH release
and re-target; UiScrollbar terminates a mid-drag gesture there,
completing it (one DragCompleted flush persisting the user's last-seen
value) and unlatching IsDragging — a panel-close keybind mid-drag or a
second-button re-target can no longer latch the drag flag forever and
silently suppress every later settings flush. Normal MouseUp paths
no-op (the latch is already clear when capture releases).

R2: the scalar latch arms BEFORE the track-click jump applies, so the
jump's own ScalarChanged tick defers its flush to the MouseUp's single
DragCompleted — one flush per press gesture, never the
inline-then-completed double; the DragCompleted doc now states the real
contract (fires once per value-capable gesture incl. capture loss)
instead of the refuted never-on-jump claim.

Tests: capture-loss mid-drag (ends + completes once + stray-MouseUp
no-double), no-drag capture-change no-op, bare-track-click
single-completion with the latch observed armed during the jump tick.
Also reconciles the research doc's U4 row to its closure (the six
caption pairs, the BN zero-fold post-mortem) per the OP6 rework's flag.

Full Release suite: 13,128 passed / 4 skipped / 0 failed (one
documented #250-class allocation flake on first run, green in
isolation and on full-suite rerun).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 08:13:24 +02:00
Erik
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>
2026-08-11 08:06:20 +02:00
Erik
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 e71e5a96:

- M1 (MUST-FIX): each opacity row's own apply closure now pushes its OWN
  slider's thumb from the post-link truth (bindings.Current*Opacity()),
  mirroring the OP4 binding pattern. Before this, a single-slider drag
  followed by Reset reverted the live value/link but left that slider's
  own thumb stuck at the dragged position.

- S1 (SHOULD-FIX): the Chat tab's two opacity sliders no longer round-trip
  the whole settings.json on every drag MouseMove tick. UiScrollbar gains
  IsDragging + a DragCompleted callback (fires once, at the MouseUp that
  ends an actual thumb drag); the opacity apply closures flush immediately
  when not mid-drag (Reset/Defaults/discrete edits, same as before) and
  defer to DragCompleted otherwise, collapsing dozens of per-tick writes
  into exactly one per drag gesture. Live opacity still applies every tick.

- S2 (SHOULD-FIX): filed register row AP-201 and issue #371 for the
  UiScrollablePanel whole-row-cull-vs-clip divergence the review found
  (predates OP5, made user-visible by OP5's 240-260px filter blocks). Not
  fixed in this round (a renderer-level scissor stack is out of scope
  here) — corrected the OP5 connected-gate script instead so a straddling
  block's disappear-then-reappear-whole is no longer reported as a
  self-sizing regression.

- S3 (SHOULD-FIX): the chatWindowMainFilter round-trip test already
  existed in e71e5a96 (the review missed it scrolling past line 330);
  added the genuinely missing coverage instead — a composed test pinning
  RetailUiRuntime.MountChat's window-0 SettingsStore -> ChatWindowState
  seed (MountChat itself needs live DAT access and isn't unit-testable
  directly).

- N11: ScrollbarLinkage_ModelPointsAtTheChatListBoxScroll now asserts
  through the scoped page-slot lookup (UiElement.FindDescendant) instead
  of the flat layout.FindElement, which passed for the wrong reason given
  the shared scrollbar id 0x10000201 — matches OP6's own scrollbar-linkage
  test pattern.

Also updated ConfigOptionsPageControllerTests' local ChatOptionsPageController
Bindings fake for the new FlushOpacity parameter.

Full Release suite: 13,117 passed / 4 skipped / 0 failed (baseline 13,107/4/0
post-OP6 — 10 tests added, zero skips added, zero failures).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 07:36:54 +02:00
Erik
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>
2026-08-11 07:16:35 +02:00
Erik
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>
2026-08-11 06:36:14 +02:00
Erik
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>
2026-08-11 06:25:59 +02:00
Erik
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>
2026-08-11 05:30:26 +02:00
Erik
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>
2026-08-11 04:31:34 +02:00
Erik
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 386076af ->
re-review REOPEN(narrow) -> this pass. Connected gate now READY.

Full Release suite: 12,956 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 03:25:40 +02:00
Erik
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>
2026-08-11 03:05:27 +02:00
Erik
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>
2026-08-11 02:14:40 +02:00
Erik
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 (b236a442); the blast lens re-review was
CLOSED outright. Fable-direct per the two-failure escalation rule.

- AP-195 filed: UIOption_CheckboxBitfield64 ports HALF of Refresh
  @0x004859C0 — the ANY-set checkbox predicate is exact, but the ALL-set
  LED media swap (P0x10000082=0x06004D17 / P0x10000083=0x06004D19) and
  the ListBox self-sizing tail (ResizeTo/CalculatePaperSize — the block
  IS a UIElement_ListBox in retail) are unported, and the block's row
  stacking is a second divergent implementation beside UiTemplateListBox.
  All due at OP5 before the Chat tab's connected gate; the IsSet doc
  comment now names both halves instead of quoting only the ported one.
- Row tooltips: UiButton gains settable TooltipText surfaced through the
  shared GetTooltipText hover pipeline (UiCatalogSlot's pattern);
  UiCheckboxBitfield64.AddChild applies the row tooltip retail stamps in
  CreateChildren @0x00485DF0, and documents that the 0x10000084 row-index
  attribute stamp is deliberately replaced by the typed mask closure.
- AD-73 addendum: UiTemplateListBox.ConsumesDatChildren=true is inert
  only while no authored Type-5 element carries children — that premise
  is now conformance-PINNED across all 32 fixtures (a future DAT
  regeneration surfacing an authored child fails the build instead of
  silently dropping it).
- Plan doc: OP2's contract names UiTabPanel.cs (retail UIElement_Panel),
  not the fictional-class-named UiTabControl.cs; ledger records OP1 and
  OP2 both CLOSED.

Full Release suite: 12,871 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 01:26:29 +02:00
Erik
b236a44279 fix(ui): OP2 rework — dormant UiDatElement subclasses, fixed Panel/CheckboxBitfield64 mechanism
OP2 (df9c7a35) was double-REJECTed: an unconditional Type-8/Type-5 factory
mapping silently re-classed 15 elements across 7 shipped panels (vendor
backdrop lost its fill, character/spellbook roots stopped passing clicks
through, combat gained a phantom import-time tab takeover, ten ListBoxes
gained a spurious hit-testable viewport) because the stale 27 pre-existing
fixtures never exercised the new fields — and the mechanism itself cited a
nonexistent "UIElement_TabControl" class, inverted UiCheckboxBitfield64's
checked-state predicate, and synthesized fake per-row geometry instead of
using the widget's own authored template.

Shape change: UiTabPanel (renamed from UiTabControl) and UiTemplateListBox
now derive from UiDatElement (unsealed) and stay DORMANT by default — an
imported Type-8/Type-5 element gets authored-media drawing, ClickThrough
generic-decoration default, and IUiDatStateful propagation identical to the
pre-OP2 UiDatElement fallback, with zero import-time side effects. The
factory's Type-8/Type-5 arms are unconditional again (no more guard whose
premise the blast-radius sweep proved false), because dormancy makes an
unactivated instance behaviorally indistinguishable from the old fallback.
UiTabPanel.ActivateTabBehavior() and UiTemplateListBox's lazy viewport
creation are the explicit, controller-driven opt-ins Campaign OP slice OP3+
will call; today nothing does, so the four pre-existing shipped Type-8
hosts (character/spellbook/vendor/combat) and ten pre-existing Type-5
ListBoxes keep their pre-OP2 behavior exactly. Filed AD-73 for this
dormant-vs-retail's-unconditional-activation adaptation.

Mechanism fixes (docs/research/2026-08-11-op2-review-mechanism.md):
- UiTabPanel cites UIElement_Panel (Type 8 is UIElement_Panel; no
  UIElement_TabControl exists in the PDB), resolves buttons/pages via a
  GetChildRecursive-equivalent descendant search (not direct-children-only),
  performs no switch when no entry authors 0x32 (deleted the _tabs[0]
  fallback), and surfaces unresolved tab-table entries via UnresolvedEntries
  + a diagnostic line instead of a silent no-op.
- ElementReader.ReadTabTable skips entries missing 0x30/0x31, matching
  retail's SetupTabPageHash @0x0046C2E0 entry filter.
- UiCheckboxBitfield64 now builds every row from its OWN authored template
  (property 0x64 -> {0x2100002B, 0x10000521}) via AddItemFromTemplateList,
  deleting the synthesized ElementInfo + invented RowHeight=14 — matching
  retail's CreateChildren @0x00485DF0, which is itself a UIElement_ListBox
  call. IsSet is now retail's ANY-bit-set predicate (Refresh @0x004859C0),
  not all-bits-set. TS-72 retired: the click-toggle bit math is now fully
  decomp-confirmed (SetBitsOnOrOff via ListenToElementMessage @0x00485AE0).

Regenerated all 32 UI fixtures against real DAT (ACDREAM_REGENERATE_UI_FIXTURES=1)
and committed them — 27 pre-existing fixtures now carry Outline/OutlineColor/
TabTable/TemplateList/ScrollbarElementId; the 5 Options fixtures were already
current. Updated EffectsUiControllerTests' now-correct UiTemplateListBox
class-identity assertion. Added: 6 built-widget behavior pins for all five
pre-existing Type-8 elements + a representative Type-5 element the dormancy
model protects (OP2ReworkBlastRadiusConformanceTests.cs); 5 reader-level
tests driving ReadTabTable/ReadTemplateList/the 0x72 reader from raw
property bags (ElementReaderTests.cs); a multi-bit-mask UiCheckboxBitfield64
test proving the any-bit predicate (the prior single-bit test couldn't
distinguish it from all-bits); an activation-idempotency test and a
before-activation click-is-inert test for UiTabPanel.

Full Release suite: 12,868 passed / 4 skipped / 0 failed (baseline 12,853/4/0
post-OP1-fixes; +15 net new tests, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 01:08:08 +02:00
Erik
09029f9f4b fix(runtime,net): OP1 review fixes — server-seed gate, tick-wired auto-save/logout flush, fellowship mutual exclusion
Closes the two mechanism-lens and blast-lens dual reviews of Campaign OP
slice OP1 (86c0a7e0): docs/research/2026-08-10-op1-review-mechanism.md and
docs/research/2026-08-10-op1-review-blast.md.

MUST-FIX M1 (blast): RuntimeCharacterOptionsState gains a HasServerSeed
latch, set by Replace (the PlayerDescription seed) and cleared by
ResetSession. TryFlush/TryFlushIfAutoSaveDue now refuse before the seed
arrives — closing the window where a bot (or, after this commit, the
timer/logout triggers) could flush client-default option words over a
character's real server-side options before any PlayerDescription ever
landed.

MUST-FIX 1 (mechanism): the 480 s auto-save timer and the pre-logoff
flush are now wired into production, closing TS-71 (retired). Both ride
LiveSessionController's own tick/stop transaction via two new hooks
(ConfigureAutoSaveTick/ConfigurePreLogoffFlush), wired once by
GameRuntime's constructor — a Runtime-internal change requiring zero
host edits, exactly as the review identified. The flush body talks to
WorldSession directly rather than through App's LiveSessionCommandRouter,
which is what keeps this off the S2 lock-order hazard (below). Filed
TS-73 for the two OnChanged side-effect cases (weather/day/combat-
target/fog) TrySetOption still doesn't model — pre-anchored to OP4's
Group B consumer binds.

SHOULD-FIX S2 (blast, prerequisite for MUST-FIX 1): TryFlush/
TryFlushIfAutoSaveDue no longer invoke the flush callback while holding
_dirtyGate — the decision is made and cleared under the lock, but the
callback itself runs outside it, closing the lock-inversion hazard the
natural timer wiring would have hit (Runtime tick's _dirtyGate-then-
_gate vs the router's _gate-then-_dirtyGate).

SHOULD-FIX MF-2 (mechanism): TrySetOption now ports the two
PlayerModule-state-mutating cases of CPlayerModule::OnChanged's local
side-effect switch — turning ON IgnoreFellowshipRequests or
FellowshipAutoAcceptRequests clears the other through a real recursive
TrySetOption call, reproducing retail's second 0x0005 (the clear's send
reaches the wire before the primary option's own send, matching the
nested-call order in the decomp). The signature widened from
Action sendAutoSave to Action<uint,bool> so the recursion can send a
different (id, value) than the caller's own; every production call site
now passes WorldSession.SendSetSingleCharacterOption directly.

SHOULD-FIX MF-3 (mechanism): a hand-transcribed 53-row (id, isOptions1,
mask) theory in CharacterOptionTableTests, independently re-derived from
acclient.h's PlayerOption/CharacterOption/CharacterOptions2 enums rather
than copied from CharacterOptionTable.cs — closes the one column with no
id-by-id pin. Also added the pairwise-distinctness check blast NOTE N7
named.

SHOULD-FIX S1 (blast): LiveSessionCommandRouterTests' CH3/CH4 regression
test now drives the REAL TrySetOption binding instead of a hand-rolled
SetOptionBit substitute that had silently drifted from production after
OP1.

SHOULD-FIX S3 (blast): RuntimeCharacterOwnershipSnapshot gains
OptionsAreClean (!Options.IsDirty), included in IsConverged — a module
whose two words happen to cycle back to their default bit pattern while
still dirty is now caught by the combined ownership ledger, not just by
OptionsAreDefaults.

SHOULD-FIX S4 (blast): SaveOptions no longer encodes "did it actually
flush" as PrimaryObjectId 1u/0u (which read as object guid 0x00000001 in
the K2 event stream). Both host adapters now report the identical shape
(Accepted, objectId 0) — the graphical host never could report this
anyway (LiveCommandBus.Publish has no return channel).

SHOULD-FIX S5 (blast): Replace (the server-seed arrival) now also clears
IsDirty/FirstDirtiedAt — a wholesale re-seed supersedes any pending
batched-but-unflushed local intent (retail's own PlayerModule has no
partial-merge path either), documented at the member.

SHOULD-FIX S6 (blast): a cross-check theory asserting CharacterOptionTable's
masks equal PlayerDescriptionParser.CharacterOptions1/2's independently
(the write path vs the read path TurbineChatMembershipGate/
RuntimeSettingsController consume) — guards the exact CH3 failure class.

Also fixed a real allocation regression found while landing MUST-FIX 1:
the naive per-tick flush closure would have allocated on EVERY
LiveSessionController.Tick() call regardless of dirty state, which broke
the K4 headless 30-session resource-envelope gate. GameRuntime.
FlushCharacterOptions now pre-checks Options.IsDirty (itself retail-
faithful — CPlayerModule::UseTime opens with the identical m_bDirty byte
compare) before allocating the flush closure, so the allocation only
happens on the rare tick that might actually flush.

Dispositions on findings not changed this round:
- Mechanism NOTE 6 / not independently re-flagged: a re-entrant MarkDirty
  from inside a flush callback can still be erased by the trailing
  "_isDirty = false" — pre-existing, unchanged by the S2 lock restructure
  (same outcome whether the callback runs inside or outside the lock),
  not reachable from any current caller, not a one-liner to close
  correctly (needs a per-dirty-period generation token). Left as documented
  in the review; worth closing before the Options panel ever flushes from
  inside a change handler.
- Mechanism NOTE 9, blast N2/N3/N4/N5/N6/N8: informational or require
  touching files this round doesn't otherwise edit (SocialActions.cs,
  CharacterOptionsBlobSource.cs, GameRuntimeContractTests.cs) — left per
  the "one-liner in a file already being edited" instruction.

Register: TS-71 retired (both remaining SetCharacterOptions flush
triggers now production-wired); TS-73 filed (the two unmodeled OnChanged
presentation-binding cases, pre-anchored to OP4).

Quality bar: Release build green; full solution suite 12,853 passed / 4
skipped / 0 failed (baseline 12,770/4/0 post-OP2 — 83 new tests added,
zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 00:39:51 +02:00
Erik
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,
  bcc34ee3, that predates when those fixtures were last regenerated).
  Per the slice contract, that drift was NOT committed — reverted back to
  HEAD, only the five new Options-panel fixtures are new files here.

- Filed TS-72: UiCheckboxBitfield64's click-toggle bit math (AND/OR
  set/clear semantics) is a documented approximation — the decompiled
  excerpt this campaign pulled covers UIOption_CheckboxBitfield64::Apply's
  WRITE side, not its own click-handler's bit math. Flagged for OP5 (the
  Chat tab controller, the first consumer that reaches the wire) to
  verify against the real decomp before any live transaction depends on
  it; nothing user-reachable can observe this yet.

Full Release suite: 12,770 passed / 4 skipped / 0 failed (was 12,745/4/0
post-OP1 — 25 net new tests, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 00:06:43 +02:00
Erik
86c0a7e0ee feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder
The retail Options panel (Campaign OP) needs a Runtime-owned option map
covering all 53 PlayerOption ids and the real batched SetCharacterOptions
(0x01A1) blob before any UI can be built on top of it. Today's surface only
modeled 6 ListenTo*Chat ids and the 0x01A1 builder was a malformed 16-byte
stub (deleted at Campaign CH slice CH3, docs/research/2026-08-09-chat-side-
channels-vs-ace.md).

- CharacterOptionTable.cs: the ONE typed table, PlayerOption id (0x00..0x34)
  -> (Options1/Options2 word, mask, IsAutoSave, ClientDefault), transcribed
  from acclient.h's verbatim CharacterOption/CharacterOptions2/PlayerOption
  enums and byte-verified against IsAutoSaveOption @0x0059A600 (the 21-id
  auto-save table) and GetDefaultOptionValue @0x005D2A30 (the Defaults-
  button table). Reconstructing CharacterOptions1/2 defaults from the
  ClientDefault column independently reproduces 0x50C4A54A / 0x00008700,
  cross-confirming the id-mask mapping. CharacterOptionId (SocialActions.cs)
  widened from 6 to all 53 ids to match.
- RuntimeCharacterOptionsState: SetOptionBit now resolves through the full
  table (was a 6-case switch). New TrySetOption is the ONE shared local-
  write-then-send/dirty seam — mirrors CPlayerModule::OnChanged exactly:
  write the bit locally first, then either send 0x0005 immediately (auto-
  save ids) or MarkDirty for the batched blob, no-op on an unchanged value
  (retail's own early-return) or an unmodeled id. New dirty model (IsDirty/
  FirstDirtiedAt/MarkDirty/TryFlush/TryFlushIfAutoSaveDue) uses an injected
  TimeProvider so it's fully unit-testable without a live clock.
- Both IRuntimeCharacterCommands.SetSingleOption adapters (Direct + Current)
  now route through TrySetOption instead of duplicating the write; this
  fixes the headless local-write gap the OP1 research flagged (the direct
  adapter previously sent the wire message without writing the bit first,
  same class of bug CH4 fixed for the graphical host). Both also reject an
  id outside the table instead of silently accepting it. LiveSessionRuntime
  Factory's SendSingleCharacterOption closure now delegates to the same
  seam instead of duplicating write-then-send inline.
- New IRuntimeCharacterCommands.SaveOptions(generation) — the explicit
  blob-flush verb (retail's SaveToServer(force: 0)) — wired end-to-end in
  both adapters, including a new SaveCharacterOptionsRuntimeCmd on the
  graphical router.
- SocialActions.BuildSetCharacterOptions + WorldSession.SendSetCharacterOptions:
  the real PlayerModule::Pack body per the wire research's field-by-field
  layout — header always 0x460 OR'd with 0x001/0x008 when shortcuts/desired
  comps are non-empty, favorite spells always 8 lists, never sets 0x100 or
  0x200. Echoes last-parsed shortcuts/favorites/desired-comps/spellbook
  filters (via new CharacterOptionsBlobSource) instead of zeroing them.
  Conformance: a hand-computed golden byte vector (not generated by the
  builder under test — the CH3 builder died of tests that pinned a wrong
  shape and looked green) plus a round-trip through PlayerDescriptionParser.

Contract deviation: the 480 s auto-save timer and the flush-before-logout
trigger are implemented as fully-tested pure state-machine logic
(TryFlushIfAutoSaveDue) but are NOT wired into either host's live per-frame
loop or graceful-shutdown sequence in this slice — only the explicit
SaveOptions verb is production-wired. Wiring the timer touches App's
UpdateFrameOrchestrator graph and Headless's tick loop (outside this
slice's Runtime/wire-layer scope); wiring logout risks the already-fragile
graceful-shutdown sequence CLAUDE.md flags. Filed as TS-71 per the plan's
own escape valve ("target: not deferred" with a register row if deferred).
Also filed: AP-193 (the 0x34 HearPKDeathMessages id/mask is ACE-sourced,
unverifiable against the 2013 binary) and AP-194 (GetDefaultOptionValue's
table disagrees with the constructor default for ConfirmVolatileRareUse/
ShowHelm/ShowCloak — retail's own quirk, reproduced not fixed).

Tests: table completeness x53, auto-save/client-default split pinned
id-by-id against the byte-verified tables, unknown/reserved-id rejection
(0x35/0x36 landmines), local-write-then-send on both adapters + the router,
the dirty/flush state machine, SaveOptions, and the wire golden vector +
PlayerDescriptionParser round-trip. Full Release suite: 12,745 passed / 4
skipped / 0 failed (baseline 12,611/4/0 — slice adds 134 passing tests,
zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 23:31:34 +02:00
Erik
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>
2026-08-10 19:28:34 +02:00
Erik
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>
2026-08-10 18:46:34 +02:00
Erik
f7a6f46ba0 fix(chat): consolidated-review fixes — retail /help Detail extraction, seam wiring test
SHOULD-FIX 1: RetailClientCommandCatalog's ~45 catalog leaf verbs were
showing acdream-authored Summary text for /help <verb> instead of
retail's own Detail_HelpType(2) text. Byte-swept every Help* handler
against the PDB-paired acclient.exe (verified MATCH), confirmed each
Detail/Summary branch by reading the actual decompiled if/else shape
(address order and string length both proved unreliable alone), and
fixed a sweep_weenie_strings.py 800-char truncation bug that silently
dropped several longer Detail branches. Resolved every ambiguous
CmdHashData-registered verb (hor/hr/hom/hoa/alh/ah/friends_add/
friends_remove/squelch/unsquelch) by reading for Binary Ninja's
nullptr-4th-arg decompiler artifact instead of trusting it. Coverage:
42 of 47 distinct catalog Definitions verbatim-extracted, 4
confirmed-null (index/clist/on/off register with a genuinely null help
pointer — DoHelp falls to UnknownCommand for these, now reproduced),
1 honest UNVERIFIED (messagetypes builds its text from a runtime enum
table, not a static string). ChatCommandRouter now prefers retail
Detail text over the catalog summary; RetailCommandHelpTable's class
doc no longer overclaims its own scope.

SHOULD-FIX 2: extracted the a5a7eb4f-class OnInterfaceText wiring into
a testable CreateChatViewModel method and added
ComposedChatViewModelWiresOnInterfaceTextToSpewBox, which the prior
FakeFactory-based test suite could never exercise.

SHOULD-FIX 3: retires register row AP-113. DoLifestone/DoMarketplace
print their own 0x1A refusal text (byte-recovered, UTF-16LE) instead
of falling through to the generic 0x26 fallback; ChatCommandRouter's
comment corrected to state the fallback's real scope.

SHOULD-FIX 4: corrected the divergence register's stale AP section
header sentence about AP-190's opacity default (refuted by cc582899).

NITs: (a) HeadlessStaticStateAudit routes through the injected
HeadlessDiagnosticWriter instead of Console.WriteLine; (b) a bounded
300-pump liveness diagnostic on the IsQuiescent conductor gate (no
retry, no behavior change); (c) fixed the #365 hydration test's doc
comment contradiction against diagnosis §8; (d) the 0x26 fallback
dispatches on WeenieErrorMessages' own Type instead of hardcoding
ClientLocal.

Full Release suite: 12,553 passed / 4 skipped / 0 failed (baseline
03404b71: 12,542/4/0; net +11 tests, zero regressions).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 16:22:36 +02:00
Erik
cc58289967 fix(chat): CH6c review fixes — opaque default, opacity-transition register clauses
BLOCKER: ChatSettings.DefaultOpacity shipped retail's base ChatInterface
value (0.5) as ONE shared global default applied to every
RetailWindowManager-registered window, not just the four floating chat
windows retail itself fades. That faded the whole out-of-box registered
UI (radar, vitals, toolbar, main chat, ...) to 50% opacity, including
several windows that can never take keyboard focus and so were stuck at
0.5 permanently. Fixed to gmMainChatUI's 1.0/1.0 override
(0x004CD0F0) instead — retail-identical opaque presentation for the 11
non-chat windows and the main chat window; only the four floating chat
windows now diverge from retail's 0.5-while-idle default, and the
Settings -> Chat transparency slider remains fully user-settable.

AP-190 reworded and gains two new decomp-verified clauses: (3) retail
eases opacity toward its target by 5% of the delta per tick
(ChatInterface::ListenToGlobalMessage @0x004F3840, armed from the focus
element-messages at @0x004F5275) where acdream snaps -- deferred, needs
a UI frame-tick hook the opacity controller doesn't have; (4) retail's
focus predicate is the chat ENTRY FIELD specifically
(ChatInterface::IsTextEntryFocused @0x004F30A0) where acdream uses
any-focusable-descendant. Both findings + the pre-existing UiMenu.cs
PushAlphaAbsolute(1f) popup bypass are folded into the window-shell
research doc's opacity section.

NITs: fixed the stale "text bypasses the alpha" comment in
UiElement.DrawSelfAndChildren (CH6c already routed DrawStringDat/
DrawString through the same ApplyAlpha chokepoint as sprites/rects);
added RetailWindowManager.WindowUnregistered + wired
RetailWindowOpacityController to detach and forget a window unregistered
while it held focus (previously only Dispose detached, leaking any
window unregistered mid-focus for the rest of the session); added
post-Dispose no-op guards to the three Set* opacity mutators; added a
DrawString (BitmapFont path) alpha regression test and a DrawStringDat
outline/background-pass alpha test (the existing tests only ever
exercised the foreground/fill pass).

Also fixes RuntimeSettingsControllerTests.SettingsViewModelSavePreserves
SectionAndTargetOrder's now-stale "target-chat-opacity:0.5:1" expectation
(caught by the full-suite run this fix requires) to match the new 1.0
default.

Campaign ledger CH6c row updated to APPROVE-WITH-FIXES.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:48:39 +02:00
Erik
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 1da697ec, pre-CH6) but DrawStringDat and
DrawString still passed applyAlpha:false, so text stayed sharp over a
translucent window. Both now route through the same chokepoint.

RetailWindowOpacityController (new) subscribes to a new
RetailWindowManager.WindowRegistered event and drives every registered
window's live Opacity from keyboard-focus state, applied to EVERY window
(chat, floaties, vitals, toolbar, ...) rather than retail's ChatInterface-only
scope — register row AP-190, retiring the stale AP-40 "fixed 0.75, no focus
transition" row in the same commit.

Verified retail's shipped opacity defaults from the decomp (constructor
literals, no cdb needed): the base ChatInterface ctor sets
DefaultOpacity=0.5/ActiveOpacity=1.0, kept unmodified by the four floating
windows; gmMainChatUI's own ctor overrides the main window to 1.0/1.0
(always fully opaque). acdream ships one shared global default (0.5/1.0)
rather than replicating the per-class override — also AP-190. The linking
invariant (raising default above active drags active UP; lowering active
below default drags default DOWN — never a clamp) is ported verbatim as
ChatOpacityLink in AcDream.UI.Abstractions, shared by the live controller
and the new Settings -> Chat tab's two linked opacity sliders.

Persistence: ChatSettings.DefaultOpacity/ActiveOpacity round-trip through
SettingsStore; Save pushes both through IRuntimeSettingsTargets.SetChatOpacity
into the live controller, no restart required.

Rider (CH6a/b re-review): strengthened the grip-media regression guard past
a bare SpriteFile != 0 check — ChatLayoutConformanceTests now drives each
live grip through a real UiRenderContext/TextRenderer (backed by the
in-memory RecordingGpuDevice test double) and asserts the draw call chain
actually queued sprite geometry, via a new TextRenderer.DebugSpriteSegments
test-only accessor.

Full Release suite 12,459 passed / 4 skipped / 0 failed (baseline
12,420/4/0). No subagents, no client launches (session hard constraints);
pending the next connected user gate for visual confirmation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:00:55 +02:00
Erik
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 22020ef2; net +28 tests, zero regressions).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 13:09:32 +02:00
Erik
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>
2026-08-10 12:10:20 +02:00
Erik
98de4f5ab3 fix(chat): Campaign CH round 3 — SpewBox flush-top/font, /help exact print sequence
User-gate round 3 findings (a)-(c):

(a) SpewBox: TopOffset moves from the round-1 60px placeholder to 0 (flush
to the viewport top). SpewBoxController never wired DatFont/Font at all
before this round, so it silently rendered through the 15px debug
BitmapFont fallback; it now resolves retail dat Font 0x40000025
(MaxCharHeight=11px) through a new RetailUiRuntime.Assets accessor —
the smallest font id confirmed in use by any currently-imported retail
LayoutDesc fixture, cross-referenced against every
tests/AcDream.App.Tests/UI/Layout/fixtures/*.json dump and confirmed
against the installed DAT via AcDream.Cli dump-font-atlas. It is also the
chat window's own smallest font (the 0x2100006F floating-window 1/2/3/4
indicator badges), so both selection criteria the brief offered agree.
Both remain best-available approximations, not resolved retail values —
register row AP-178 updated accordingly.

(b)/(c) /help and /help death: round 2 extracted the individual retail
strings byte-exact but never traced ClientCommunicationSystem::DoHelp's
complete print sequence. Byte-swept DoHelp's own range plus the five
Summary-branch functions it calls into (HelpEmote/HelpSquelch/
HelpStatusGroup/HelpTextGroup/HelpAllGroup) against the PDB-paired
acclient.exe. Retail's real shape: bare /help prints exactly TWO scroll
entries (HelpPrefixNote, then the 13-item AvailableHelpListing built from
DoHelp's own literals and each group's Summary_HelpType branch, in exact
source order) — not the acdream-invented cheat sheet BuildHelpText()
built before. Any resolved /help <verb> gets the SAME two-entry shape:
HelpPrefixNote, then ForMoreInformationPrefix concatenated directly onto
the verb's own Detail text (retail's own unsubstituted "<command>"
literal, ported verbatim). ChatCommandRouter.EmitVerbHelp applies this
uniformly to every resolved verb, not just death. An unresolved verb now
shows retail's real "Unknown command" fallback text; that fallback types
0x1A (ClientLocal), which retail routes to the SpewBox exclusively — a
gap ChatVM's UI.Abstractions layer can't yet reach, filed as ISSUES #367
/ register AP-186 rather than left silently unregistered.

Jump-in-air (round 2's open item 1) was root-caused and fixed separately
at a5a7eb4f between rounds — recorded in the campaign ledger.

Debug suite (all projects): 12,329 passed / 4 skipped / 1 failed — the
one failure is issue #351, a pre-existing Debug-only streaming flake
confirmed reproducing identically on the pristine pre-round-3 commit via
git stash, not a regression. Release verification covers every project
reachable without rebuilding AcDream.App: a live client process (PID
15064) held its own Release binaries locked for the session and was not
killed per project policy — AcDream.UI.Abstractions.Tests (867/867, the
layer both /help fixes live in) plus every other non-App-dependent
project, all 0 failed. AcDream.App/AcDream.App.Tests/AcDream.Core.Tests
(the SpewBox fix's layer) are green in Debug only this session.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 10:40:19 +02:00
Erik
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>
2026-08-10 09:38:27 +02:00
Erik
c1f1582576 fix(chat): Campaign CH user-gate round 2 -- portal notice rerouted to SpewBox, verbatim /help extraction, jump-in-air evidence
Item 2: retail's portal-space "In Portal Space..." notice is the SpewBox
(ECM_UI::SendNotice_DisplayStringInfo(0x1A,...) -> AddTextToScroll(str,
0x1A, 1, 0), hardcoded to the SpewBox per the decomp), not a dedicated
centered overlay. PortalWaitNoticeController and its lease are deleted;
PortalTunnelPresentation's per-rotation-segment cadence now writes
straight into RuntimeCommunicationState.AddText(ClientLocal) -- the
SpewBox's own dedupe-at-index-0 handles the repetition exactly as
retail's does. Register row AP-184 records the surface fix and the AP-178
scope extension.

Items 4+5: /help text was partially fabricated -- the user caught the
"/help death" meta-message. Generalized
tools/pdb-extract/sweep_weenie_strings.py to decode narrow
PStringBase<char> literals (the ClientCommunicationSystem::Help* family's
shape) alongside its original UTF-16LE support, then swept every
HelpXxxGroup function's exact byte extent against the PDB-paired
acclient.exe. 4 of 7 group topics (death/status/text/allegiances) are now
complete verbatim listings; the other 3 (channels/chatting/commands) keep
an honest UNVERIFIED note citing HelpStupidChannelHack @0x0056f290 (a
genuinely undecodable BN-mislabeled-fragment mechanism) instead of the
old fabricated sentinel. 7 of ~35 channel one-liners are also now
verbatim. ISSUES.md #364 tracks the remainder;
RetailCommandHelpTableTests.cs pins every result byte-exact.

Item 1: jump-in-air refusal still silent live is NOT reproduced and NOT
speculatively fixed. Exhaustive static re-audit found the mechanism
correct by construction (single-writer OnWalkable, exactly-once-per-frame
Update()/Capture(), no interfering edge-history resets). A live headless
repro (new jump-probe bot policy, real ACE connect) was blocked --
probeaccount2 has no character, and the graphical client already owned
testaccount this session so the task's own fallback rule forbade using
it. Two temporary probes are left behind ACDREAM_PROBE_JUMP=1 (blocked
entirely in Headless by the existing multi-session static-state guard --
graphical-only for the next round).

Item 3 confirmed fixed, no regression. Item 6 (resize: no diagonal
cursors, cannot grow Y from bottom-right) folded into CH6a's existing
scope.

Full Release suite: 12,267 passed / 4 skipped / 0 failed (up from
12,221/4/0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 08:40:24 +02:00
Erik
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>
2026-08-09 23:42:32 +02:00
Erik
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>
2026-08-09 22:24:43 +02:00
Erik
724ef2d389 fix(chat): CH4 review fixes — allegiance ownership guard, house-abandon confirmation
Blocker 1: an unrecognized "@allegiance <sub>" subcommand escaped
TryMatchAllegiance (which only claimed "info"/"hometown") and fell through
the unregistered-tag channel fallback, broadcasting the raw subcommand
text to the Allegiance chat channel (0x02000000). Retail's own
DoAllegiance never reaches DoChannelCommand for an unrecognized
subcommand — it claims the whole verb and prints its own client-local
refusal. TryMatchAllegiance now claims "allegiance"/"all" unconditionally
and shows retail's "Please see @help Allegiance..." text; ChatCommandRouter
also gained a blanket RetailClientCommandCatalog.KnownVerbs ownership
guard in TryDispatchChannelFallback as defense in depth.

Blocker 2: "@house abandon" sent 0x021F immediately with no confirmation.
Retail runs a real two-stage dialog before Event_AbandonHouse(); ported
both verbatim strings and chained two ShowConfirmation calls.

Should-fixes: a bare unregistered tag with no text now passes through
silently instead of showing a refusal that belongs to a different retail
function; @join/@leave update RuntimeCharacterOptionsState locally (new
SetOptionBit) before the wire push so the Turbine membership gate stops
refusing a just-joined room; @permit accepts multi-word names; @clist/
@on/@off validate shape only and raise WeenieError 0x422 for an unknown
tag; @mr/@pr help text is now the verbatim retail strings; corrected
issue #360, register row TS-68, the campaign doc's B.7 note, and a stale
RetailChannelTagTable comment; filed issue #363 + register row AP-183 for
the deferred error-typing debt.

Nits: fixed TryMatchHouse's stale doc comment, the AP-182/@title "stores
the value" comments (the binding is a no-op), IsUnregisteredFallbackTag's
olthoi false-positive, added /g and /rp binding-level conformance pins,
made @index ignore extra arguments, and noted the six removed invented
verbs in ISSUES.md.

Suite: 12,216 passed / 4 skipped / 0 failed (Release), up from CH4's
12,190/4/0 — net +26 tests, no removals.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 21:59:35 +02:00
Erik
090825e703 feat(chat): Campaign CH slice CH4 — command registry completion
Brings acdream's / and @ command parsing to parity with the complete
retail registry (130 registered verbs + 22 unregistered GetChannelID
fallback tags = 152 client-parsed verbs), per
docs/research/2026-08-09-chat-retail-command-registry.md.

Parser semantics (retail OnChatCommand/DoCommand):
- : and ; rewrite to "@emote <rest>" before dispatch.
- Verb trailing-comma trim ("@f, hi" == "@f hi") applied at every
  verb-lookup site in the catalog and the parser.
- @tell/aliases split the target on the FIRST COMMA, not the first
  whitespace token, so multi-word names work ("@tell Aunt Agatha, hi").
- The 22 unregistered GM/faction channel tags (admin, sentinel,
  celestialhand, ...) now broadcast for real via a new
  RetailChannelTagTable + SendRawChannelCmd bypass, reusing the existing
  BuildChatChannel wire builder.

Binding corrections:
- /g, /group, /party -> Fellowship (0x800), not General.
- /rp -> reply alias (retail's own help text confirms "@r or @rp"), not
  Roleplay; /role (an acdream invention) deleted.
- /allegiance, /all -> the allegiance management command
  (RetailClientCommandCatalog), not a channel verb.
- /house no longer swallows unrecognized subcommands with a local usage
  error; they now correctly fall through to ACE.
- @mr/@pr pinned as permanently non-executable (retail registers them
  with a null function pointer).

New verbs with real local execution: endurance, speaker, title (silent,
AP-182), chat, notell, join, leave, permit, hslist, index, clist, on,
off, alh/ah (+ "@allegiance hometown"/"ho"), "@allegiance info",
"@house abandon"; a missing-alias sweep across pkl/hou/message_types/
msgtypes/msg_types/rt/send/whisper/w/vassal/covassal/co-vassals/c/
fellows/group/party/guild/gu/cg/ct/clfg/crp/soc/o; the non-retail
inventions gen/cv/lookingforgroup/tr/role/h are deleted. New Core.Net
wire builders (IndexChannels, ListChannels, AddChannel, RemoveChannel,
RecallAllegianceHometown, AllegianceInfoRequest, ListAvailableHouses,
AddPlayerPermission, RemovePlayerPermission, AbandonHouse) are all
parameterless or single-field payloads cross-checked against ACE's
GameAction readers, not guessed.

Deferred (filed as #360/#361/#362, register rows TS-68/TS-69/TS-70):
the ~22 remaining allegiance/house subcommands + standalone @motd
(largest single item, needs its own slice per the doc), the three
still-inert pure-local commands (day/log/render), and the inbound
GameEvent responses for the new outbound requests. All correctly fall
through to ACE server-passthrough rather than being silently swallowed
or faking success.

RetailCommandRegistryConformanceTests pins the complete 152-verb
registry against production: every verb resolves through exactly one
production surface if Implemented, through none if HelpOnly/
ServerPassthrough, and two reverse-direction tests fail the build if
RetailClientCommandCatalog or ChatInputParser ever claims a verb
outside this registry again. Final tally: 138 Implemented / 5
ServerPassthrough / 9 HelpOnly = 152.

Release suite: 12,190 passed / 4 skipped / 0 failed (up from CH3's
11,964/4/0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 21:10:17 +02:00
Erik
e07fba5731 fix(chat): CH3 review fixes — phantom UN-9, allegiance-broadcast echo, /a legacy fallback
Applies the Opus review of Campaign CH slice CH3 (614a1e05):

- B1: UN-9 was a phantom divergence — ACE's CharacterOptions1.cs:47
  OR-sum is 0x50C4A54A (its own comment confirms 1355064650), identical
  to acdream's literal. The wrong 0x50C48D4A existed only in the research
  doc. Row deleted, register §5 reverted to 4 rows, research doc corrected
  with dated notes.
- S1/S4: AllegianceBroadcast (0x02000000) is a server-echoing channel —
  ACE's GameActionChatChannel handler includes the sender in its real-name
  Allegiance.Members broadcast (retail's DoAllegianceBroadcast has no
  AddTextToScroll), so the client must skip its local optimistic echo, not
  keep it. ChatChannelInfo.Legacy.IsSelfEchoChannel() now returns true for
  it; RouteLegacyChannel's comment corrected; Turbine.IsSelfEchoChannel()'s
  backwards comment rewritten truthfully.
- S3: retail's /a stays on the legacy AllegianceBroadcast bitflag until
  StartupTurbineChatSystem successfully starts Turbine chat — "never
  started" (TurbineChatState.Enabled == false) now falls back to legacy in
  both LiveSessionCommandRouter.RouteChat and
  DirectGameRuntimeCommandAdapter.TrySendChannel, while "enabled but no
  allegiance room" still correctly refuses locally.
- S5: added a LiveSessionEventRouter test proving the Options.Replace ->
  OnCharacterOptionsChanged seeding order, and RuntimeSettingsTargets /
  GameWindowLiveSessionOwnershipTests tests proving the concrete
  ICommandBus.Publish wiring and the single LiveSessionCommandSurface
  construction site.
- S6: AP-181 rewritten to name both of retail's omitted pre-send checks
  (IsMessageSafe silent-drop, then IsMessageSpam) and stop misattributing
  either to RouteLegacyChannel, which has no such gates.
- N1-N7: CharacterOptionId moved below SocialActions so its doc comment
  re-attaches; TurbineChatMembershipGate reuses TurbineChatDisplayNames
  instead of a duplicate table; the gate-to-refusal-text mapping is now
  shared via TurbineChatMembershipGate.ResolveRefusalText instead of
  duplicated in both hosts; ChatSettings.Default now matches ACE's real
  CharacterOptions2.Default (Roleplay/Society start off); a doc-comment
  clarifies only the five Hear toggles are server-backed; the register's
  §3 header recounted 129 -> 128.

Suite: 11,964 passed / 4 skipped / 0 failed (baseline 11,957/4/0 + 7 new
tests). Campaign ledger CH3 review column updated to APPROVE-WITH-FIXES.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 20:24:29 +02:00
Erik
614a1e055f feat(chat): Campaign CH slice CH3 — side-channel membership, wire, and echo parity
Ports retail's SendTurbineChat (@0x0057db10) local pre-send membership gate
so Roleplay/Society/Olthoi stop silently swallowing outbound chat: a new
TurbineChatMembershipGate checks Turbine availability and the player's own
Hear*Chat option before sending, raising "Turbine chat is not available."
or the 0x0551 YouAreNotListeningTo_Channel refusal through the CH2 AddText
chokepoint instead. Wired into both the graphical (LiveSessionCommandRouter)
and headless (DirectGameRuntimeCommandAdapter) send paths so they can't
diverge. Retracts the 26-day-old false "ACE doesn't run a TurbineChat
server" claim from ISSUES.md, the roadmap, and project_chat_pipeline.md —
ACE's TurbineChat implementation is complete and on by default; the real
bug was treating Hear*Chat as a display filter instead of room membership.

Also: implements SetSingleCharacterOption (0x0005), the only wire message
that actually joins/leaves a Turbine room, and wires the five Settings Chat
toggles to it (publish on Save, changed bits only) plus seeds ChatSettings
from the server's own CharacterOptions2 on every PlayerDescription. Fixes
the legacy-channel double-print (Fellow/Vassals/Patron/Monarch/CoVassals
skip the local echo now that ChatChannelInfo.IsSelfEchoChannel is finally
consulted). Routes /a to Turbine unconditionally (retail's @a never falls
back to the legacy bitflag) and adds /ab for the legacy AllegianceBroadcast
verb retail actually has. Surfaces a nonzero TurbineChat ack HResult instead
of discarding it silently. Deletes the malformed, callerless SetCharacterOptions
(0x01A1) and AddChannel/RemoveChannel (0x0145/0x0146) builders.

Files every AC-specific algorithm change cites the named retail decomp
(SendTurbineChat 0x0057db10, StartupTurbineChatSystem 0x0057EFB0,
GameActionSetSingleCharacterOption) plus ACE/holtburger cross-checks.
Register rows AP-181 (no client-side spam throttle) and UN-9 (an
incidentally-discovered CharacterOptions1.Default literal mismatch, not
investigated further) filed per the divergence-register rule.

11,957 passed / 4 skipped / 0 failed (full Release suite, up from the
11,916/4/0 baseline).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 19:39:44 +02:00
Erik
233c30d13f fix(chat): CH2 re-review nits — resize centering, top-aligned flow, sweep wording
Applies the seven NITs from the CH2 re-review (verdict APPROVE-WITH-FIXES,
following the REJECT->rework at e0e78883):

1. SpewBoxController's centered Left was captured once via
   AnchorEdges.Top and replayed forever on resize (UiElement.ApplyAnchor's
   Left/Right-both-false branch pins a fixed margin). Anchors is now
   AnchorEdges.None and Tick recomputes Left every frame against the
   current root width.

2. OneLine=false was defaulting to UiText's bottom-pinned transcript flow
   (VerticalJustify honored only via ConfigureDatState, which this
   synthesized element never calls). Added UiText.HonorVerticalJustification
   so a non-DAT controller can opt the scrollable path into
   VerticalJustify without a full LayoutDesc binding; SpewBoxController
   sets VerticalJustify=Top so lines flow from the top of the 450x72 box,
   matching newest-at-top insert semantics. Noted as invented-pending-
   measurement in AP-178's row (no new row).

3. Documented the deliberate inversion of UiText.LinesProvider's
   oldest-first contract in SpewBoxController.Tick (SpewBoxVM.Lines feeds
   newest-first, which is correct specifically because the box is now
   top-aligned) and added a test pinning the rendered order (newer message
   is the topmost line), driving root.Tick.

4. Fixed the stale "retail's code default, 1" comment in
   SpewBoxControllerTests — MaxConcurrentItems is the shipped LayoutDesc's
   AUTHORED value, 4.

5. Added the matching unmapped-id diagnostics line to
   LiveSessionRuntimeFactory's ShowWeenieError sink, matching the pattern
   GameEventWiring's WeenieError/WeenieErrorWithString handlers already
   use.

6. Corrected the "EXHAUSTIVE Portal sweep found ZERO" overclaim in
   SpewBoxLayoutDumpDiagnostic: the loop's id source was DatCollection's
   top-level aggregate GetAllIdsOfType<LayoutDesc>(), not dats.Portal's
   own (which reports a count of ZERO for this type), so querying those
   ids against dats.Portal.TryGet established nothing about Portal either
   way. Corrected the same overclaim echoed in SpewBoxState's
   MaxConcurrentItems doc comment and in AP-178's register text (both the
   table row and the section-header history line). What's actually
   established: dats.Local hosts the SpewBox layout at 0x21000011; whether
   Portal also carries a copy remains unestablished.

7. Added a test exercising the full ShowWeenieError -> AddText -> SpewBox
   path for id 0x0561 (the 50-friends-cap refusal) in
   LiveSessionCommandRouterTests, mirroring LiveSessionRuntimeFactory's
   ShowWeenieError closure exactly since every other LiveSessionRuntimeFactory
   test in this tree is a source-text conformance grep, not an
   instantiation.

Ledger: CH2 ledger row's review column now reads REJECT -> reworked
e0e78883 -> re-review APPROVE-WITH-FIXES -> nits (this commit); Status
header flips CH2 to code-complete/closed pending the user gate, CH3 next.

Build green; touched-project tests green (19/19 new/changed,
4351/3354 App.Tests unaffected pass); full Release suite 11,916 passed /
4 skipped / 0 failed (baseline 11,914/4/0 plus the two new tests this
commit adds).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 18:48:13 +02:00
Erik
e0e7888308 fix(chat): CH2 rework — SpewBox tick-driven visibility + binary-derived error table
Reworks Campaign CH slice CH2 per the REJECT-review findings doc
(docs/research/2026-08-09-ch2-review-findings.md).

BLOCKER 1 — SpewBoxController never rendered a line and leaked its
pending queue. LinesProvider only ran through UiText.OnDraw, which
gates on Visible — and the box started invisible, so the provider (the
sole caller of SpewBoxState.Tick) never ran. Gave the controller an
explicit per-frame Tick(now) driven by UiRoot's global-message-3
broadcast (a zero-size GlobalTimeSink child, the same pattern
VendorUiController.DragOverGlobalTimeSink already uses), matching
retail's gmSpewBoxUI::Update. LinesProvider now only returns the
cache. Tests rewritten to drive root.Tick(...) instead of calling the
provider directly, plus new coverage for visibility-without-a-draw,
queue-drain-without-a-draw, and bounded-queue-across-many-ticks.

BLOCKER 2 — re-derived the HandleFailureEvent routing table from the
PDB-paired binary instead of the pseudo-C's ~33-char string previews.
tools/pdb-extract/sweep_weenie_strings.py sweeps every push imm32 in
VA 0x571990-0x575480, dereferences into .rdata/.data, and decodes the
full UTF-16LE literal. Added the 5 ids dispatched via else-if (missed
by case-label enumeration), resolved 0x4F8 (previously excluded),
fixed 18 wrong strings (16 the review flagged + 2 more — 0x4E9 and
0x518 — an automated diff between every swept literal and the landed
table found). Every changed row cross-checked against ACE's
WeenieError/WeenieErrorWithString enum doc comments; both oracles
agreed on every row, including a case where the review's own proposed
text for the new 0x4E8 row was itself wrong (it was 0x4E9's text) —
corrected via the else-if block's own instruction address plus the ACE
cross-check. Pinned table count: 344 (338 + 5 + 0x4F8).

SHOULD-FIX 1 — RuntimeCommunicationState.ResetSpewBox was dead code;
folded into the ChatIdentity generation-reset stage (same lifetime
boundary), with a reset assertion added to the existing populated-reset
test.

SHOULD-FIX 2 — AddText trimmed only the trailing end and invented an
empty-string early return; retail's AddTextToScroll trims both ends
(trim(&str, 1, 1, ws)) and has no empty guard. Both retired.

SHOULD-FIX 3 — ShowWeenieError bypassed the AddText chokepoint via
ChatLog.OnWeenieError (hardcoded LogTextType 0x00); routed through
Communication.AddText(Resolve(code, param)) instead, and
ChatLog.OnWeenieError is deleted — GameEventWiring's legacy no-router
fallback now resolves + calls OnSystemMessage directly.

SHOULD-FIX 4 — retail's HandleFailureEvent switch has no default case;
an unmapped id now resolves to a null Text (silence toward the
player) instead of the invented "WeenieError 0xNNNN" hex fallback,
with a diagnostics-only console log line for the id.

NITs — AP-TBD placeholders corrected to their real register rows
(AP-178, not the unrelated AP-177 lifetime row); filed AP-180 for the
windowId dual-destination gap and corrected three stale "lands with
CH2" comments; extended SpewBoxLayoutDumpDiagnostic from dats.Portal
to dats.Local and found the SpewBox element for real — LayoutDesc
0x21000011, element 0x10000048, size 450x72, MaxConcurrentItems
(ListBox property 0x10000028) = 4, not retail's code default of 1.
AP-178 narrowed accordingly; SpewBoxState.MaxConcurrentItems and
SpewBoxController's extent/anchor/OneLine are now authored rather than
placeholder (absolute screen position and colour remain open); fixed
the "19 ids... lists 18" miscount by retiring the stale paragraph in
the class doc rewrite; aligned the UseDone handler's silent-status
check with the other two WeenieError handlers.

Full Release suite: 11,914 passed / 4 skipped / 0 failed (build 0
errors).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 18:14:26 +02:00
Erik
77c8296e3f feat(chat): Campaign CH slice CH2 — retail SpewBox interface text
Retail routes on-screen refusals ("You can't jump while in the air",
"You are too encumbered to carry that!") through a SEPARATE transient
screen surface (gmSpewBoxUI, ClientSystem::AddTextToScroll @0x00563C50)
that never touches the chat scroll — type 0x1A is exactly the bit every
ChatInterface window's default filter excludes
(ChatInterface::ChatInterface @0x004F4550). acdream had no such split:
every WeenieError rendered in chat at a single stand-in LogTextType
0x00 (CH1-era approximation, register AP-176), and locally-detected
jump refusals were silently discarded.

This slice ports the full mechanism per
docs/research/2026-08-09-chat-retail-interface-text.md:

CORE (AcDream.Core/Chat):
- WeenieErrorMessages.Resolve now returns (text, RetailLogTextType) from
  a 338-row transcription of ClientCommunicationSystem::HandleFailureEvent
  @0x00571990 (Appendix A's 339 cases minus one, 0x4F8, deliberately
  excluded — its case body is a tangled decompiler artifact, not
  resolvable with confidence). Spot-checked ~20 rows directly against
  the raw decomp (case 0x2b/0x36/0x3a/0x4e/0x4ec/0x4f3/0x4f4 and the
  jump family), beyond the ~10 the brief asked for, because the first
  pass surfaced two transcription classes the research doc's markdown
  silently ate: (1) 7 ids marked "shared string global" resolved by
  reading the case bodies directly (0x24/0x48/0x49 reuse the jump-
  refusal globals; 0x4DE/0x4DF/0x55A/0x55E are pure param passthrough);
  (2) 19 "arg3 + literal" CONCATENATION ids whose leading space (and
  therefore their %s marker) the markdown table's cell-trimming ate —
  fixed by re-reading each case body, several requiring a SECOND
  non-truncated data_XXXXXXXX dump elsewhere in the same oracle file to
  recover text the ~33-char inline preview cut off. One retail typo is
  preserved verbatim: 0x4F4's second placeholder is literal "$s", not
  "%s" — only the first substitutes.
- ClientTextRefusals: the 11 process-lifetime string globals, all
  byte-recovered from the PDB-paired C:\Users\erikn\Downloads\acclient.exe
  (MATCH verified via check_exe_pdb.py) via raw UTF-16LE prefix search —
  5 were truncated in the research doc's own transcription and all 5
  turned out to end "...combat mode"/"...this position", not the
  shorter "...combat" a truncated read would suggest.
- SpewBoxState: the gmSpewBoxUI pending/visible queue port (insert-at-0,
  dedupe-against-index-0-only, MaxConcurrentItems overflow, per-entry
  expiry, one-frame enqueue/drain decoupling). Placed in Core (not
  Runtime as the brief's default) because AcDream.UI.Abstractions
  references Core but not Runtime, and SpewBoxVM needs to wrap it
  directly — the same constraint ChatVM already satisfies against
  ChatLog.
- Folded the 4-entry WeenieErrorText.cs into the full table; deleted it.

RUNTIME (AcDream.Runtime):
- RuntimeCommunicationState.AddText(text, type, windowId): the
  AddTextToScroll chokepoint. type == ClientLocal -> SpewBox only, never
  chat; everything else -> the existing transcript, tagged with type.
- GameEventWiring gains an `onInterfaceText` delegate hole (Core.Net
  cannot reference Runtime, so this follows the file's own established
  pattern for every other Runtime-owned sink). Rewires 0x028A/0x028B/
  UseDone through the full table + router; fixes 0x02EB
  CommunicationTransientString's routing type from a CH1-era 0x00
  guess to retail's hardcoded ClientLocal (Handle_Communication__
  TransientString @0x0057D460).
- LiveSessionEventRouter's 0xF7E0 ServerMessage handler now routes
  through AddText with the wire chatType verbatim instead of always
  writing ChatLog directly.
- PlayerMovementController gains OnInterfaceText, applied by
  RuntimeLocalPlayerMovementState to every controller it installs.
  Reports ChargeJump/jump refusals exactly as ClientCombatSystem::
  CommenceJump @0x0056AF90 / DoJump @0x0056B110 do — confirmed via
  their compiled dispatch that ONLY 0x24/0x48/0x49 produce text;
  0x47 (GeneralMovementFailure, fully-constrained/no-stamina) and any
  other code are retail-SILENT (DoJump's jump table has exactly 4 real
  targets), which contradicts this task's brief ("0x47 -> the
  constrained/stamina row per §4.2") — the brief's reading of §4.2
  described what jump_is_allowed COMPUTES, not what CommenceJump/DoJump
  DISPLAY for it. Implemented the decomp-verified silent behavior.

APP (AcDream.App / AcDream.UI.Abstractions):
- The 5 composition sites that already used RetailLogTextType.ClientLocal
  now call Communication.AddText instead of Chat.OnSystemMessage
  directly, so they reach the SpewBox instead of the transcript.
- SpewBoxVM (UI.Abstractions) + SpewBoxController (App), modeled
  directly on PortalWaitNoticeController. Position/font/colour/
  MaxConcurrentItems are placeholders: SpewBoxLayoutDumpDiagnostic
  exhaustively swept the installed client_portal.dat's entire LayoutDesc
  id range (0x21000000-0x21000075, 101/118 ids populated, sanity-checked
  against 3 known ids) and found ZERO elements of class 0x10000016 —
  gmSpewBoxUI is mounted from C++ code, not any authored LayoutDesc, so
  the dump cannot recover these values.

REGISTER: AP-176 retired (its WeenieError half is now the full table
port); its OnCombatLine half was never in this slice's scope and is
split out to AP-179 so that divergence keeps a row. AP-177 (invented
line lifetime) and AP-178 (invented position/font/colour/max-items)
filed for the presentation placeholders above. AP-175 (PopUpString ->
chat instead of modal) is untouched, not duplicated.

Suite: 11,890 passed / 4 skipped / 0 failed (was 11,835/4/0; +55 net
new tests, 0 regressions).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 17:04:02 +02:00
Erik
34d8a3c0e7 fix(chat): CH1 review fixes — sbb-idiom channel catch-all, command-output typing
Applies the Opus review findings on CH1 (172c6f9a), the exact retail chat
color table. Two blockers plus should-fixes/nits, one commit:

BLOCKER 1 — LegacyChannelChatType.Resolve's channel-bit table was wrong.
Binary Ninja renders retail's `neg esi; sbb esi, esi` idiom (a branchless
select between Channel 0x08 and Channel_Send 0x09) as the trivial pseudo-C
`esi - esi` (always 0), hiding the real values. Corrected by decoding the
raw bytes at the PDB-paired binary: HEAR sbb site VA 0x00570F0A (mask -6 ->
0x08), SEND sbb site VA 0x00570D4F (mask -5 -> 0x09). The generic
admin/audit/sentinel catch-all is Channel/Channel_Send, NOT Abuse (0x0E) —
Abuse is retail's ONLY 0x0E producer (bit 0x0001). The unnamed
FellowBroadcast bit (0x4000000) is hear=Channel(0x08)/send=Fellowship(0x13),
not a flat 0x13. ACE's PDB-sourced Channel enum corroborates. Introduces
`RetailLogTextType`, the 34-value named enum for the wire LogTextType space
(values only, no color — Core stays presentation-free).

BLOCKER 2 — three ChatLog.OnSystemMessage sinks (ChatVM.ShowSystemMessage,
LiveSessionRuntimeFactory's ShowSystemMessage delegate,
HeadlessGameplayOperations.DisplayMessage) were typing ALL
ClientCommandController output 0x1A (bright red), including informational
command output (@version, /loc, friends list, usage lines). Retail types
the great majority of that output 0x00 Default (green) and reserves 0x1A
for genuine refusals/errors. Reverted to 0x00 with a comment noting the
refusal-vs-info split lands with CH2's SpewBox producer rewiring. The five
App composition sites that pass 0x1A for actual refusal text
(InteractionRetainedUiComposition, SessionPlayerComposition) were already
correct and are untouched (aside from converting the literal to the new
enum).

Also: AP-176 divergence-register row for OnWeenieError/OnCombatLine's
single-type approximation of retail's per-code/per-message dispatch; a
carry-forward test for the out-of-range LogTextType color fallback in
ChatWindowController; decomp-confirmed anchors replacing ACE-inferred
citations in CombatChatTranslator and ChatLog.OnPlayerKilled; required
(non-optional) logTextType parameters on OnLocalSpeech/OnTellReceived/
OnCombatLine/OnSelfSent since no production caller relied on a default;
LegacyChannelChatType.Resolve's parameter renamed channelBit -> channelId
with a doc note on multi-bit ids; corrections to the color-table research
doc's §3.3 wire tables; and issue #359 for the pre-existing (not
CH1-introduced) 0x019E PlayerKilled participant-suppression gap retail has
and acdream lacks.

dotnet build clean; full Release suite 11,835 passed / 4 skipped / 0 failed
(11,839 total), up from the CH1 baseline of 11,833/4/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 16:03:13 +02:00
Erik
2914e43aa9 fix(audio): portal cues fire on the sequencer's sound events, not the tunnel visuals
Slice A4 hung UI_EnterPortal on TeleportAnimEvent.EnterTunnel — the first
tunnel-family frame — so the cue landed a whole TunnelFadeIn after retail
plays it. Retail's site is gmSmartBoxUI::BeginTeleportAnimation
@0x004D638E, i.e. Begin(), which the sequencer already marks as
TeleportAnimEvent.PlayEnterSound.

That event has existed since the R6 portal-space work, complete with a
'Begin(): sound_ui_enter_portal' comment, and no consumer has ever
handled it — the switch in LocalPlayerTeleportController had cases for
Place, EnterTunnel, PlayExitSound and FireLoginComplete only, so the
sequencer emitted PlayEnterSound into nothing. A4 filled the gap in the
wrong place rather than filling it.

Both cues now go through named presentation methods driven by the
matching events: PlayEnterCue on PlayEnterSound, PlayExitCue on
PlayExitSound (the TunnelFadeOut -> WorldFadeIn edge, @0x004D7405, the
same tick the world viewport is revealed). EnterTunnel/ExitTunnel are
visuals again. The exit cue was already firing at the right moment, since
ExitTunnel was called from inside the PlayExitSound case — correct by
accident, explicit now.

Found by the user asking when the recall cues play.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 08:22:48 +02:00
Erik
7c4dd1ade7 feat(audio): Campaign A slice A5 — retail's region ambient soundscape
acdream had no ambient system: StartAmbient minted a handle and played
nothing. Retail's is a weighted-accumulation + timer-queue engine, not
looping voices. On every objcell change (24 m) CellManager::ChangePosition
rebuilds per-sound weights over the 3x3 landblock ring x 64 land cells
each, decoding each cell's terrain word through the region file's
terrain -> scene -> AmbientSTBDesc chain; playback is a min-heap of
absolute deadlines drained from the frame tick, where each pop fires a
one-shot and re-arms.

A continuous bed (base_chance == 0) is non-positional, crossfaded by its
share of the TOTAL weight, and re-fired every min_rate seconds — that
rate is the author's intended loop period, and re-firing is how retail
fakes a sustained bed with no looping voice, re-rolling the variant and
the crossfade each time. An intermittent one keeps its authored volume,
plays at a random accumulated compass bearing at min + (max-min)*t^2,
and is dice-gated. Indoors is silent by design: CEnvCell's contributor is
a folded ret and EnvCell carries no sound data.

The Opus review caught four bugs before this landed, one fatal:

- Cell offsets were built in ABSOLUTE world coordinates and differenced
  against the listener's STREAMED-frame position, so every one of 576
  offsets came out ~32 km, every contribution was culled, and the whole
  feature was silent with nothing logged. Offsets are now landblock-local
  the way Position::get_offset builds them, and the streamed-frame
  position is carried separately for playback, where it belongs.
- The cell's weight was added to the shared denominator once per
  DESCRIPTOR instead of once per CELL, dividing every bed's crossfade by
  the table's entry count — enough to push a typical authored volume
  under the 0.03 audibility floor.
- The drain used  where retail's UseTime is strictly
  below, so a descriptor authored with a zero rate re-armed at the same
  instant and spun the frame forever.
- Arming only enqueued; retail's UpdatePlayQueue PLAYS and then re-arms,
  so a newly audible ambient was silent for a full period after the
  crossing that made it audible.

Also: beds now go through retail's single 16-voice priority pool rather
than acdream's UI pool (retail has one pool; parking beds in the UI pool
let an A4 portal cue chop one mid-wave and discarded the authored
priority), and CalcDir's in-block test is XY-only, since CalcWeight
includes Z on purpose and CalcDir excludes it on purpose.

Two behaviours are knowingly incomplete and registered rather than
guessed at slice end: TS-66 (sky-lit interiors should keep the outdoor
set) and TS-67 (contribution weight is computed in-plane). Retires TS-29.

The frame-loop hook is a typed IAmbientFramePhase, not a callback — the
first attempt used an Action<float> and the architecture guard
ExtractedUpdateOwners_DoNotRetainAnonymousCallbacks correctly rejected it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 22:53:41 +02:00
Erik
6eaa490bb3 feat(audio): Campaign A slice A4 — the interface sound bus
Retail's UI sound bank was absent, so three families of cue were silent:
the portal enter/exit stingers, the AdminEnvirons dungeon atmosphere
(chanting, drums, whispers, thunder — what players remember as dungeon
'music'), and every other interface slot.

The bank's DID is not a literal anywhere in retail: GetUISoundTable
@0x00563FB0 asks GetByEnum for enum slot 7, and DBCache::GetDIDFromEnum
@0x00413940 resolves it through two EnumIDMap hops off the portal dat
header's master map. UiSoundTableResolver walks that chain the way
RetailCursorResolver already walks it for cursors. Against the shipped
dats it resolves to 0x2000004B, and that table holds exactly the 32 UI_*
slots (UI_EnterPortal 0x6A .. UI_Thunder6 0x8A) — content that confirms
the walk independently of the decode. UiSoundTableResolutionTests pins
the walk, the DID, and the content, and skips when dats are absent.

Two corrections to the research along the way. The lane-5 note recorded
GetByEnum's arguments transposed: the 0x22 it called a fileType is the
CACHE type (CLOCache(cache, CSoundTable::Allocator, 0x22)) and the real
second-hop key is 0x10000003; walking it the other way finds nothing. And
its claim that the interface volume pref applies is wrong — GetAttenuation
with ambient=0 multiplies by the EFFECT knob, so retail's
interface_sound_volume stays the dead knob lane 1 byte-decoded it to be.

EnvironSoundCueMap is an explicit 21-case table read straight out of
Handle_Admin__Environs @0x0055DE20, not arithmetic: codes 0x65..0x72 sit
0x11 below their SoundType, but 0x73/0x74 have no case, so 0x75 lands on
UI_Squeal (0x84) where an offset gives 0x86, and the switch ends at 0x7B
with no 0x7C case. Verified case-by-case against the decomp rather than
from the lane note, whose tail table was ambiguous.

Cues are attached where retail plays them: the teleport-animation
boundary for the portal pair, and the AdminEnvirons handler for the
stingers. PlaySoundFromCenter's pan-0 / distance-0 shape is what
PlayUiWave already implements after A2.

Retires TS-54. Narrows AP-115 to its notice-presentation residual.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 22:22:09 +02:00
Erik
8bc458fb88 feat(audio): Campaign A slice A3 — the server sound channel (0xF750)
acdream never parsed retail's Sound event, so every server-driven cue was
silent: melee hits and wounds, wield/unwield, pickup/drop, lockpicking,
lifestone bind, spell resist, trap triggers, item mana depletion.

SoundEvent parses the 16-byte message (guid, SoundType, f32 volume) whose
layout three oracles agree on: retail CM_Physics::DispatchSB_SoundEvent
@0x006AC760 reading buf+4/+8/+0xC, ACE's GameMessageSound at declared
length 16, and holtburger's PlaySoundData.

Playback reuses EntityEffectController's existing per-guid queue rather
than adding a second one, because retail routes sounds through the SAME
CObjectMaint blob queue as F754/F755: an event for a guid the client does
not know yet is parked and drained by HandleCreateObject, so a creature
that spawns and immediately grunts still grunts. Dropping it — the
obvious alternative — would silently lose the cue. Sound joins Direct and
Typed as a third PendingEffect kind so one readiness edge releases the
whole mixed stream in order.

AudioHookSink.PlayServerSound reproduces two decoded asymmetries with the
animation-hook path: the sound plays at the WIRE volume and the
SoundTable entry's volume is ignored (the hook path does the opposite),
while the entry's probability still gates it and its priority still
drives eviction. An object with no SoundTable plays nothing, matching
CPhysicsObj::play_sound @0x0050F460's early return.

The no-window host parses and discards, exactly as it does for F754/F755
— sound is presentation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 22:07:23 +02:00
Erik
e42b99482e feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D
Retail is not a 3D audio engine. Every gameplay buffer is created with
m_3D = 0 and the DirectSound 3D listener the client sets up is dead code;
spatialization is two CPU scalars per voice, frozen at emission. This
slice ports that math and demotes OpenAL to a voice bank.

RetailSoundMixer (new, Core) carries the byte-decoded curve from
SoundManager::GetAttenuation @0x00550020: g = dist < 5 ? vol : 25*vol/d2,
clamped to 1 BEFORE the single master multiply, db = ceil(20*log10 g),
with a hard -50 dB floor at which retail does not start the voice at all
(audible radius ~94.2 m at unity). Pan is PlaySoundInternal @0x00550170's
(int)(-15*sin(delta-bearing)) in whole decibels, truncating toward zero,
forced to dead centre when (int)distance < 5, with no front/back and no
elevation cue. Every AL source is now source-relative with rolloff 0 and
the global distance model is None: AL's InverseDistanceClamped was
first-power (2/d), quieter than retail up close and far louder at range
with no cutoff whatsoever. That was the largest audible divergence in the
subsystem (AP-28, retired here).

RetailVoicePool (new, Core) ports the allocator at 0x0054FEC0: ring scan
for a free or finished slot, then evict the first slot whose DAT priority
is strictly lower, else drop. Eviction compared GAIN before, so a loud
unimportant sound could silence a quiet important one. It lives in Core
because the engine's play path talks to native AL handles and could not
be tested; the pool now has 12 conformance tests.

The listener keeps using the camera position, which the decode shows is
retail-faithful (SmartBox::set_viewer @0x00452D36 hands the same collided
camera Position to SoundManager) — only the heading extraction changes,
since retail reads one compass bearing and never a forward/up basis. An
earlier draft of the plan called this a defect; corrected in the plan so
it is not fixed backwards.

Opus review found and this commit fixes: a linear pan-to-azimuth mapping
that saturated to full separation at 30 degrees (OpenAL Soft's own
speaker angle) where retail gives 15 dB — now inverts the constant-power
pan law, so full deflection reaches 0.776 of the arc and both channels
stay live; the stale FUN_00550ad0 / gain-eviction class header, which
contradicted the register row this commit writes; missing discriminating
tests for clamp order and pan truncation; dead PlayingGain state whose
comment invented a retail symbol; and a third in-tree copy of
Position::heading, now delegating to MoveToMath.PositionHeading.

MasterVolume folds into the mixer's one multiply instead of AL listener
gain, so the cutoff, radius and dB quantisation move with the slider.

Register: AP-28 retired; AP-173 (pan law), AP-174 (volume taxonomy),
TS-64 (two unimplemented sound prefs), TS-65 (volume-squared quirk,
applied on the ambient path only) filed. Research note corrected twice
where its summary contradicted its own decode (30 m dB, floor vs trunc).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 21:58:50 +02:00
Erik
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>
2026-08-08 20:18:51 +02:00
Erik
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>
2026-08-08 18:28:47 +02:00
Erik
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>
2026-08-08 17:42:02 +02:00
Erik
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>
2026-08-08 17:17:04 +02:00
Erik
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>
2026-08-08 15:23:10 +02:00
Erik
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>
2026-08-08 14:03:57 +02:00
Erik
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>
2026-08-08 12:50:28 +02:00