Create button un-ghosts: retail's exact gate (gmCharacterManagementUI::
UpdateButtons @0x004ec240, roster count < allowed slot count) ported into
RuntimeCharacterSelectionButtons.CanCreate; the button's OnClick opens the
chargen screen through the same CharacterCreationUiController.Open() seam
the ACDREAM_OPEN_CHARGEN=1 dev path already used. Exit/Back confirm on
chargen needed no new return-path code — character-management is never
hidden while chargen is open on top of it — verified end-to-end by a new
cross-controller test rather than left as an inspection claim.
Full-flow test coverage: a new comprehensive test decodes every 0xF656
field (including the trailing checksum, recomputed via the production
CharacterCreate.ComputeChecksum) against a fully populated creation
(heritage/gender/all appearance slots/template/explicit skill command/
town/name); a new Theory drives the remaining six 0xF643 rejection codes
through the real wire decode path, closing the gap between the
already-covered isolated state-machine Theory and an actual WorldSession
round trip.
Launcher payload cycle: two new tests drive a real Runtime create/reject
through the real SessionStatusWriter (wired exactly as
LiveSessionRuntimeFactory/HeadlessSessionHost do in production) and read
the result back with the real Launcher.Core StatusFileTailer/
StatusEventParser — closing the one gap CC2's own per-layer tests never
reached. No gap was found in production wiring itself: GameWindow already
constructs a real, non-null SessionStatusWriter for both hosts.
Also fixes 4 pre-existing LiveSessionControllerTests assertions that
compared a full RuntimeCharacterSelectionButtons record and would have
failed once CanCreate started being computed; corrects register row
AP-211 to reflect that its own predicted resolution (the Create-button
gate landing) has now happened — both layers are intentionally kept as
retail-matching enforcement plus defense-in-depth, not one superseding
the other.
Adds docs/research/2026-08-16-campaign-cc-test-script.md, the user's
connected-gate script covering both the launcher and dev-shortcut launch
paths, the six-page create flow, every Finish outcome, and the known
cosmetic/behavioral divergences (AP-212/213/215/216/217/218/219/220/222/
224/226/228) so they aren't mistaken for new bugs during the gate.
Gates: full solution Release build green; Runtime 1735/0 (was 1726/0,
+9), App 5256/3 skips (was 5254/3, +2), Headless 166/0 (unchanged),
Launcher.Core 324/0, one full-solution pass across every project clean
(no known flakes reproduced this run).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Create the dependency-only Runtime project before moving any gameplay owner, enforce its direct, transitive, source, and load-time closure, and pin coherent lifetime-group extraction plus retryable teardown ordering. No production behavior changes in J0.
Validated by the four focused Runtime boundary tests, a zero-error Release solution build, and 8,406 passing Release tests with five pre-existing skips.
Co-authored-by: Codex <codex@openai.com>