Retail authors TWO distinct UIElement_Scrollbar thumb shapes.
DatWidgetFactory.BuildScrollbar's existing vertical-thumb detection was
built against chat's own scrollbar (0x10000012) — a 3-slice composite
where the thumb child carries no media of its own and three Type-3
grandchildren supply the top-cap/middle/bottom-cap sprites. The chargen
Skills listbox scrollbar (0x100003f8), Summary's OVERVIEW listbox
scrollbar (0x10000401), the Summary how-to box's scrollbar (0x100002e7),
and the shade slider (0x10000321) all instead author a SIMPLE
single-sprite thumb: the same structural child (Type 1, id 1, not the
inc/dec button) carries its OWN direct media and has ZERO children — the
3-slice-only search found nothing for this shape, so every Thumb*Sprite
stayed 0 regardless of overflow.
Fixed by falling back to the thumb's own DefaultImage when the slice
search finds nothing — additive; a thumb WITH real slice children (chat)
is unaffected. This one fix covers R3-4's three listbox thumbs, R3-7, and
— as a natural consequence of the same structural shape — the shade-slider
indicator half of R3-5(c); no separate fix was needed there.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The info-box title (0x100003fb, Y=435 H=100) and description (0x100003fc,
Y=460 H=100) panes' own authored boxes overlap by 75px, live-DAT-measured
— retail relies on vertical justification, not disjoint rects, to keep
them visually separate. Neither pane authors dat property 0x15, so both
fall to this port's shared unauthored-VJustify default (currently Center).
Byte-traced retail's real ctor default (UIElement_Text::UIElement_Text
@0x004685ff, m_eVerticalJustification = 4) against UIElement_Text::
CalcJustification @0x00467260's actual enum semantics (1=Center, 3-or-5=
the far edge/Bottom, anything else INCLUDING the ctor's own default of 4
= the near edge/Top): the correct unauthored default is Top, not Center —
a genuine client-wide enum-mapping bug in this port. Under Top both panes
render near their own box's top edge (25px apart, no collision); under
Center both cluster toward the middle of their overlapping boxes.
Scoped fix: CharacterCreationSkillsPage force-sets VerticalJustify=Top on
both panes directly, rather than fixing the shared mapping/default — that
bug is client-wide and could regress already-shipped FROZEN surfaces
(vitals, chat, main game UI, Options) that may rely on the current Center
default. The shared fix is filed as ISSUES #410 / register AD-104 for its
own dedicated investigation + regression sweep.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The remaining code-bearing findings from the round review, F4-F16 minus
the doc-only items (batched separately):
- F4: three client-wide UiButton corpus sweeps (LabelBox path — exactly
the 4 Town buttons, confined to chargen; conflicting custom-selection-
pair + standard Normal/Highlight media — zero found, no gate
tightening needed; per-state label-color map — 209 matches beyond
chargen, confirming AP-222's mechanism has always been broadly active
since it shipped generically in DatWidgetFactory).
- F5/F6: LayoutImporter's Batch C un-consumed-children carve-out now
honors a child's own AuthoredInvisible flag (a narrow honor scoped to
exactly that carve-out, not the general #408 client-wide one) — the
chat transcript's new-text indicator (0x1000048C) was building as a
visible phantom element retail never shows; verified both directions
against the gold-frame pieces, which do not author Invisible.
- F7: BoundedProcessOutputCapture.AppendLine combines the line text and
its trailing newline into one buffer and one file open/write/close
instead of two.
- F9: corrected a stale comment in RuntimeSettingsTargets — #407 split
DisplayModeCatalog's Resolutions/WindowedResolutions in two, so the
fullscreen validator's own narrower list is now DELIBERATELY different
from the Config dropdown's fuller offering, not the "must match" bug
the comment described.
- F10: documented (not changed) why the LabelBox path's default 3px
inset and the face-relative +4px gap in DatWidgetFactory.BuildButton
are deliberately different numbers — neither carries a retail
citation, and moving either to match the other would be an unfounded
guess on a button that currently works correctly.
- F11: Heritage/Profession/Summary/Town description pages now compose
DatRichText.Compose's result ONCE inside their already revision-gated
Refresh, caching the built line list instead of re-wrapping on every
draw call.
- F14: documented (not changed) why PrivateEntityViewportRenderer's
_animatedIds set carrying a reserved-but-never-drawn backdrop id is
harmless — BuildDrawEntities already excludes a null/empty backdrop
from the actual draw list, so the id is never looked up.
- F16: the Summary preview now uses its own render-id pair
(SummaryPreviewRenderId/SummaryPreviewBackdropRenderId, 0xDA11D035/
0xDA11D036) instead of sharing the Appearance page's
(0xDA11D032/0xDA11D034) — confirmed by tracing
FixedEntityTextureOwnerLease through TextureCache to
CompositeTextureArrayCache's shared owner tracker that both pages'
previews share ONE process-wide TextureCache, so sharing render ids
was a real cross-page texture-release collision (either page's own
re-dress or disposal could release the OTHER page's still-active
textures), not a theoretical one.
F3's own register bookkeeping (AP-229 addendum) and F12's register/AD
header-count corrections land in the docs-only commit alongside F15.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the last remaining half of retail's Skills page: the four-bucket
sorted skill list (Specialized/Trained/UseableUntrained/UnuseableUntrained,
UpdateSkillEntry's own iMinlevel <= 1 test), plus the info box's
description + formula completion.
- ChargenSkillDetail/ChargenSkillFormula (Core) thread SkillBase.MinLevel/
Description/Formula from the global SkillTable, exposed via a new
ChargenOptions.TryGetSkillDetail (nullable-with-default parameter, so
every pre-existing ChargenOptions call site compiles unchanged).
ChargenTableReader.Project populates it from the same SkillTable loop
that already builds GlobalSkillCostsBySkillId.
- CharacterCreationSkillsPage.RebuildRows now groups every costable skill
into SkillBucket, sorts each bucket alphabetically by name
(InsertEntrySorted's wcscmp, ported as string.CompareOrdinal), and
builds one Templates[0] header row per bucket ahead of that bucket's
Templates[1] skill rows — DoSkillRecords' own unconditional
4-header-then-populate order. A level change re-buckets the row
(detected per-refresh against each row's own cached bucket, then a
full rebuild with the current selection explicitly preserved).
- RefreshInfoBox now composes description (word-wrapped via
DatRichText.Compose) + the level-gated bonus line (an exact, unwrapped
literal — NOT routed through word-wrap, which would have collapsed its
authored double-space formatting) + ComposeFormula's "Formula : ..."
line (MakeSkillFormula ported with high confidence for the prefix/
per-attribute-term/divisor/bonus-suffix shape; the two-attribute
connector text is a disclosed approximation, register AP-231, since
the decompiled function's own connector literals could not be
recovered byte-exact by this session's static-only tooling).
Register: AP-213 RETIRED (160 active rows). Live-DAT gate: the installed
SkillTable's MinLevel distribution matches the investigation's own
recorded finding exactly (38 entries, 23 useable-untrained / 15
trained-required). 3 new fixture tests + 1 new live-DAT test; 3
pre-existing integration tests fixed (they captured row widget
references before a bucket-changing click, which now rebuilds and
discards those references — a real, correct consequence of the new
model, not a bug).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Lands Batch G's two STOPPED items, making the real palette-color swatch
wheel visually live instead of inert:
- UiButton and UiDatElement gain a per-instance Tint property threaded
into every existing DrawSprite call (defaults to Vector4.One, so every
pre-existing button/element is byte-identical unless a caller sets a
non-identity tint).
- CharacterCreationAppearancePage now sets Tint directly on each color
swatch button and the GradCircle element, replacing the Batch G
flat-fill ChargenSwatchColorTile overlay outright — an opaque
rectangle drawn on top can never reproduce retail's actual
SurfaceWindow::BlitAndColor(..., Blit_Multiply, color) multiply blend,
only a genuine per-instance sprite tint can, so the overlay approach is
deleted rather than layered under the new mechanism.
- CharacterCreationUiController and RetailUiRuntime grow pass-through
properties (AppearancePalSetSource/AppearanceClothingTableSource/
AppearancePaletteColorSource) mirroring the existing PreviewControl
seam, so LivePresentationComposition can wire a DAT-backed
ChargenAppearanceCatalog into the Appearance page (wiring itself lands
with the Group 3 commit, since it shares a file with an unrelated F16
fix).
Register: AP-216/AP-217 RETIRED (161 -> now further reduced in later
commits) — both rows' remaining gaps are closed, not merely narrowed.
CharacterCreationAppearancePageSwatchColorTests updated for the new
Tint-based assertions (two pre-existing assertions were carried over
incorrectly from the old overlay-visibility model and are corrected).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-4/review F1-F2 (gmCGSkillsPage): row click (and arrow click, matching
retail's own post-Increase/DecreaseSkillLevel re-select) now selects a
skill, highlights its row name, and writes the info panes' title (name +
score) and a level-gated bonus line; the description/formula halves stay
unported (SkillBase._description/_formula unreachable from this page's
current data surface, documented on RefreshInfoBox). The listbox's own
authored scrollbar link is wired to its Scroll model (live-DAT-confirmed
at 0x100003F8, matching the "+1 from the listbox" hypothesis). Cost text
now matches SetSkillText @0x00480600 exactly: Untrained's down-cost and
Specialized's up-cost are literal "0", unconditional, where the port
previously rendered blank; the 999-blank gate applies to the up-cost
only, never to a down-cost. Arrow Ghosted/Enabled state (0x1000001a/
0x1000001b) is now gated per branch, including bUntrainable/
bUnspecializable re-derived as "this row's own effective cost is
nonzero" — no new data needed since the page already resolves that cost.
R2-4b (the four-bucket sorted model) is NOT implemented — its Useable-
vs-Unuseable-Untrained split reads SkillBase.MinLevel, confirmed present
in the installed dat (SkillTable_MinLevelDistribution_NeverExceedsTrained)
but not threaded through ChargenOptions/ChargenHeritageOptions/
CharacterCreationRuntimeBindings. AP-213 row records the exact channel a
future fix needs. Also live-DAT-pinned: Templates[0]'s header-caption
child (0x100002f6) resolves as a UiButton, not UiText, in the real dat —
the same UIElement_Button-is-DynamicCast(0xc)-compatible-with-Text quirk
already ported for GF-4b's slider labels.
App suite (live-DAT env) 5321/3 -> 5328/3 (+7, zero regressions).
Runtime 1735/0 unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-5: retail's gmCGAppearancePage::DoColorSpots/SetSelection/DoGradDisk
paint the nine color swatches and the gradient disc with a real,
computed representative color (PalSet-averaged for Hair/Nose+Mouth+
Skin/Headgear/Shirt/Trousers/Footwear at fixed sample indices
0xd0/0xb0/0x520; direct-Palette for Eyes at 0x103), not the static
authored art acdream showed before this batch.
Ports the full palette-to-RGB pipeline: a new pure Core resolver
(ChargenSwatchColorResolver + IChargenPaletteColorSource) backed by a
new ChargenAppearanceCatalog.TryGetColor reading real Palette dat
objects, pinned against the installed EoR dat. CharacterCreationAppearancePage
recomputes all nine swatches + the gradient disc's tint on every
refresh (part/color/heritage change) and paints them through a new
ChargenSwatchColorTile overlay child — a flat-color-fill approximation
of retail's actual recolored-sprite blit, since neither UiButton
(sealed) nor UiDatElement exposes a per-instance sprite tint today.
Two STOPPED items remain outside this batch's file contract before the
mechanism is visually live: (1) wiring PalSetSource/ClothingTableSource/
PaletteColorSource from CharacterCreationUiController.cs (mirrors the
existing PreviewControl seam); (2) a small additive Tint property on
UiButton/UiDatElement for a byte-true recolor instead of the flat fill.
Also ports Nose/Mouth/Skin's single non-interactive representative
swatch, beyond AP-216/AP-217's original six-part scope.
Register AP-216/AP-217 rewritten (not retired — the two STOPPED items
keep them open). Tests: 11 new Core, 6 new Content live-DAT, 8 new
App-layer fixture. App suite 5321/3 -> 5329/3, Runtime 1735/0
unchanged, zero regressions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R2-1/R2-6 (description-box text clipped left of the frame, regressed from
Batch C's frame un-consume): root cause was never the un-consume change
itself — the Heritage/Profession/Town/Summary description boxes
(0x100003C4/0x100003E0/0x10000409/0x10000404) all author retail's four
independent text-inset margins (dat properties 0x23-0x26,
UIElement_Text::OnSetAttribute cases 0xf-0x12: margL=9/margR=26/margU=15/
margD=15), which this codebase never read at all, before or after Batch C.
Un-consuming the gold-frame children just made the pre-existing missing-
margin bug visible for the first time (the frame's own left border now
draws around the same x=0 origin text always used). Fixed end to end:
ElementInfo.MarginLeft/Right/Top/Bottom (read in
ApplyCanonicalLegacyProjection, propagated in Merge), UiText.MarginLeft/
Right/Top/Bottom (additive with the pre-existing Padding), a new pure
UiText.ContentOffsetX static consumed by the multi-line draw path's
per-line placement, and matching wrap-width shrinkage in
DatRichText.Compose and BuildText's own authored-multiline path. Scoped to
the multi-line (non-OneLine) path only.
R2-2/R2-3 (Attribute\n Credits renders the literal backslash-n; the live
credit value overlaps mid-caption): two stacked gaps. (1) UiButton
captions never escape-normalized the DAT's literal "\n" — centralized the
normalize into DatWidgetFactory's ResolveAuthoredString (the one choke
point every P0x17 resolution already shares) plus a NormalizeEscapes
helper for the per-state caption loop, so every caller normalizes
identically. (2) UiButton.Label only ever drew one line — retail's
UIElement_Button IS a UIElement_Text with OneLine=false on these buttons,
so a caption should word-wrap/stack like any other Type-12 box. Added
UiButton.DrawBlockLabel + the pure, unit-tested WrapBlockLines. The
value-overlap itself: ValueBox was never wrong (live-DAT-measured correct
child rects) — the caption was drawing unconfined across the button's
full width ("Available Skill Credits" measures 193px in a 231px button
whose value box starts at x=116). Fixed by confining the caption's own
drawable width to stop before ValueBox.X whenever a ValueLabel coexists.
R2-7a (Summary overview listbox missing its scrollbar): pure wiring gap —
the listbox authors a linked scrollbar via dat property 0x72
(ScrollbarElementId=0x10000401) that CharacterCreationSummaryPage's
constructor never resolved, unlike every other UiTemplateListBox owner in
the codebase. Fixed with the same resolve-and-wire pattern.
R2-7b (how-to box scrollbar overlaps text, no thumb): traced to a
downstream symptom of R2-1, not an independent bug — UiScrollbar only
paints its thumb when the linked model has overflow, and the pre-fix wrap
width (un-inset) produced fewer/shorter lines than fit the view. Pinned
directly against the real installed strings/font (Aluvian's how-to text)
that the margin-correct width overflows. No UiScrollbar code changed.
R2-8 (name field should show "[ Name ]"): re-checked the one hypothesis
Batch A's GF-15 closure left open — an authored initial-text string on
the field's own P0x17. Confirmed absent on every state in the installed
DAT. No code change; Batch A's closure stands, now pinned as a live-DAT
regression test.
App suite 5334/3 (was 5321/3, +13, zero regressions). Runtime 1735/0
unchanged. Full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Commit 3/3: Summary how-to text + Commit 2's owed scrollbar linkage +
bookkeeping sweep.
- Ports gmCGSummaryPage::SetHowToText @0x0047ae20 into the Summary
page's how-to box (0x10000404, HowToTextId was declared and unused
since CC5). Retail concatenates ID_CharGen_SummaryHowTo + a heritage/
gender-specific name-suggestion list (heritages 1-4 — Aluvian/
Gharundim/Sho/Viamontian — only; heritages 5-13's cases in the same
switch decompile to a vtable-slot artifact, the same decompiler-
mangled-symbol class the Heritage page's own BonusSkillsKeyByHeritage
table already documents, so no name-suggestion string exists for them
and none is invented) + ID_CharGen_SummaryHowToEnd, directly
concatenated (no separator literal) into ONE plain SetText call — no
per-run font/color argument, unlike Heritage's ...WithFont calls, so
this routes through DatRichText as a single DefaultColor segment.
- Wires the description boxes' linked scrollbar to actual text
scrolling — Commit 2 made the scrollbar child (0x100002e7) BUILD as a
real UiScrollbar; this binds scrollbar.Model = text.Scroll, the exact
pattern ChatWindowController already uses for the chat transcript.
Live-DAT-measured: only Heritage's description (0x100003c4) and
Summary's how-to box (0x10000404) actually author this child —
Profession/Town's shorter description boxes do not (a genuine retail
authoring fact, not something to "fix" further).
Register: AP-215/AP-216/AP-217 rewritten (Batch C's Commit 1 already
retired AP-218/AD-103) — no further changes needed this commit; ISSUES
#366 (chat's new-unseen-text indicator, 0x1000048C under the chat
transcript 0x10000011) NARROWED — its own pre-filed "fix shape"
recommendation (a UiText child carve-out mirroring UiMeter's) is
EXACTLY what Commit 2 shipped, confirmed by that commit's own
client-wide sweep; #366 stays open for the still-missing behavioral
half (no controller drives the indicator's visibility/click).
Findings doc updated: GF-2/GF-3/GF-4/GF-6/GF-11a/GF-12/GF-14's text
half all marked FIXED with their own root-cause notes; the two
remaining "suspected shared roots" (frames/labels, rich text) marked
CONFIRMED + CLOSED.
Full App suite (Debug and Release, live-DAT): 5307 passed / 0 failed /
3 skipped (up from 5304 after Commit 2). Runtime suite: 1735/0,
unaffected.
Campaign CC gate round 1 Batch C is CODE-COMPLETE across all three
commits — GF-2, GF-3, GF-4, GF-6, GF-11a, GF-12, and GF-14's text half
are fixed; AP-216/AP-217 partially closed (register-honest about what
shipped vs what needs a palette-to-RGB pipeline this batch didn't add).
Pending the user's visual gate, with chat + the main game UI flagged
for extra attention (Commit 2's client-wide blast radius).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Commit 2/3: CLIENT-WIDE blast radius — un-consume media-bearing dat
children on UiText/UiField.
UiText.ConsumesDatChildren (true unless a state authors PassToChildren)
and UiField.ConsumesDatChildren (true, unconditional) used to drop
EVERY dat child at import time, including ones that carry their own
renderable media — retail's UIElement_Text/Field genuinely composites
those as real chrome/controls (frame pieces, linked scrollbars), not
swallowed caption/face art the way a Button's or Meter's children are.
LayoutImporter.BuildWidget gains a new carve-out (mirroring the
existing UiMeter one): when a UiText/UiField's ConsumesDatChildren is
true, build any child whose OWN StateMedia is non-empty (it carries a
real sprite/track) instead of dropping it outright. Purely structural/
property-only children (StateMedia.Count == 0) stay dropped exactly as
before — this is additive, not a relaxation of the PassToChildren gate.
Independently re-derived blast-radius sweep (walks every installed
LayoutDesc via DatCollection.GetAllIdsOfType<LayoutDesc>, new
LayoutImporterMediaBearingChildSweepTests): 37 distinct (layout,
element) pairs — 41 raw tree positions, since a handful of element ids
recur at multiple subtree positions within the same layout — across 15
layouts. Full list:
0x21000005/0x10000011 (x5 tree positions — chat-adjacent template
reused across the layout), 0x21000005/0x1000059A [MAIN GAME UI],
0x21000006/0x10000011, 0x2100000F/0x1000059A,
0x21000038/{0x100003AB,0x100003BA,0x100003C4,0x100003E0,0x100003EC,
0x100003F6,0x100003FA,0x100003FD,0x100003FF,0x10000402,0x10000404,
0x10000405,0x10000409} [character creation],
0x21000043/0x10000362,
0x21000046/0x100003C4, 0x21000047/{0x100003E0,0x100003EC},
0x21000048/{0x100003F6,0x100003FA,0x100003FD},
0x21000049/{0x100003AB,0x100003BA}, 0x2100004A/0x10000409,
0x2100004B/{0x100003FF,0x10000402,0x10000404,0x10000405},
0x2100004C/{0x100002DD,0x100002E5,0x100002E6},
0x2100005B/0x10000011, 0x21000068/0x1000059A,
0x2100006F/0x10000011 [CHAT INPUT].
(This is an independent re-derivation, not a re-statement of the
investigation's earlier "42/14" estimate — the small difference is
expected from measuring with this commit's own criteria.)
New tests: the sweep itself (pins the two flagged landmarks —
MAIN GAME UI 0x21000005/0x1000059A and CHAT INPUT 0x2100006F/
0x10000011 — plus the three chargen boxes), a build-through regression
test confirming those two landmarks' children resolve as real widgets
post-fix, and a chargen-scoped test confirming the eight gold-frame
pieces + linked scrollbar on all three description boxes now resolve
via UiElement.FindDescendant.
Full App suite (Debug and Release, live-DAT): 5304 passed / 0 failed /
3 skipped — ZERO regressions across the whole client, including every
existing chat and main-UI test. Runtime suite: 1735/0, unaffected
(this is an App-layer-only change).
FLAG FOR THE LEAD: automated coverage cannot catch a purely VISUAL
regression (a frame drawing in the wrong place, a scrollbar overlapping
text). Chat and the main game UI both got new dat children rendered for
the first time this commit — schedule the user's own visual check of
both before considering this closed, per the campaign's oracle
discipline.
The scrollbar linkage (wiring the description boxes' UiScrollbar to
actual text scrolling) is NOT done in this commit — the scrollbar
widget now BUILDS, but CharacterCreationHeritagePage/TownPage/
ProfessionPage/SummaryPage do not yet bind its ScalarChanged to
UiText.Scroll. Filed as follow-up (see report).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Commit 1/3: chargen-scoped, low blast-radius fixes.
- New DatRichText helper: escape-normalize + word-wrap + per-segment
palette color, porting UIElement_Text::SetStringInfoWithFont /
AppendStringInfoWithFont's composition model. Routes the Heritage
(GF-2), Town (GF-11a), and Profession (GF-3) description boxes
through it instead of a raw unwrapped single-Line LinesProvider.
Heritage headers use font-color palette index 1 (green), bodies
index 0 (white), matching AppendStringInfoWithFont's own font-index
argument. Town's diagnosed GF-11a root cause: a single un-wrapped
line meant the town-specific suffix rendered past the clipped
viewport, so switching towns looked like "text never changes" even
though the underlying composed string genuinely differed.
- GF-3: bind the Profession page's description textbox (0x100003e0,
gmCGProfessionPage::InitializePage @0x00483068) and compose its
per-template text (UpdateProfession @0x004821b0's CustomText/
BowText/SwashText/LifeText/WarText/WayText/SoldierText, plain
SetStringInfo — no palette).
- GF-4: UiButton gains a coexisting ValueLabel/ValueBox/ValueFont/
ValueColor slot alongside Label. Retail's chargen display buttons
(avail/health/stamina/mana credits, 0x100003e2-e5/0x100003f9)
author their caption directly on P0x17 AND carry a separate,
media-less Type-12 value child that UiButton.ConsumesDatChildren
used to drop entirely — pages substituted the button's own Label,
destroying the caption. DatWidgetFactory.BuildButton now surfaces
that child (gated on ReferenceEquals(labelInfo, info) — own-caption
buttons only) instead. The six Profession slider name labels
(0x100002ed, CharGenState::GetAttributeName @0x005C3A20's six
hardcoded literals) resolve as UiButton in this port (live-DAT-
measured Type 1 — retail's UIElement_Button is DynamicCast(0xc)-
compatible with UIElement_Text) and are written once at
construction, matching retail's own single InitializePage write.
- GF-6/AP-218: gmCGAppearancePage::Update writes a heritage-flavored
STATIC caption to the Hair/Eyes/Skin spins (plain / GearText_* /
OlthoiText_* variants) — never an index. Removed the prior 1-based-
ordinal/gear-name substitution entirely; the other six spins keep
their DAT-authored caption untouched, matching retail exactly.
- Root 1d: wire the Heritage (0x100003be, 13 states) and Profession
(0x100003d8, 7 states) backdrop SetState cascades
(gmCGHeritagePage::Update / gmCGProfessionPage::UpdateProfession).
- AP-216/AP-217 (partial, register updated honestly): swatches beyond
the current part's real color count now hide (DoColorSpots' blank-
blit half); the GradCircle now blanks for Eyes (DoGradDisk's blank-
plug half). The "paint with the actual represented/current color"
halves stay open — they need a PalSet/Palette-id -> RGB pipeline no
chargen page reads at runtime yet, judged disproportionate to add
alongside this batch's other ~10 fixes.
Register: AP-215 rewritten (item 2's "ordinal" framing is stale after
GF-6; restated as the icon-thumbnail gap), AP-216/AP-217 rewritten
(partially closed), AP-218 retired, AD-103 retired (the swallowed-
child Label substitution AD-103 tracked is replaced by ValueLabel's
own-geometry surfacing).
22 new tests (DatRichText unit tests, UiButton/DatWidgetFactory
ValueLabel tests, live-DAT structural pins, controller behavioral
tests) — all green. Full App suite (Release, live-DAT):
5300 passed / 1 pre-existing unrelated flake (PortalProjectionTests
allocation test, passes in isolation) / 3 skipped, up from the
baseline 5282/3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GF-1/GF-8: UiButton now recognizes retail's custom Unselected/Selected
radio-pair (0x10000016/0x10000017), bypassing the standard Normal/
Highlight machine that never admitted those state names — .Selected now
lights the heritage/template/gender/Face-Clothes rows it was always a
no-op for.
AP-222/GF-11b: per-state label color/outline (dat 0x1B/0x21) now applies
off the REQUESTED retail state id, not the art-gated committed
ActiveState — resolves the Appearance spins' current-part highlight
(text recolors even though no Highlight art exists on either client) and
the Town caption's Normal-to-white swap.
GF-11c: UiButton.LabelBox lets a lifted caption with its own authored
rect draw there instead of the face-relative offset that's only correct
when the label is authored directly on the button (heritage/template
family, unchanged).
GF-9: wires the real nine companion overlay elements (SetColor's
SetVisible mechanism) that swatch clicks were always meant to drive,
retiring AP-215 item 1 (the swatch.Selected substitution was a permanent
no-op — swatches author no Highlight media at all).
GF-10: zoom buttons now set the retail-mirrored mutual-exclusive
Highlight/Normal pair on click; InitializePage carries no initial
SetState for either button, so both stay at "Normal" until first click.
Register: AP-222 retired (mechanism identified and ported), AP-215
narrowed (item 1 retired, item 2 unrelated and unchanged), row count
recount corrected 164 (was already one high before this batch).
App suite 5282/3 (was 5266/3), Runtime 1735/0 unchanged. Fixture + live-
DAT tests only — no graphical client launch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GF-15 (the gate blocker): the Summary name field and Finish button were
NOT structurally broken — live repro over the project's own local ACE
test server showed clicks correctly focus the field and land characters.
The real bug only surfaces after the first dialog opens: pressing Finish
empty successfully creates the NoName RetailMessageDialogView (visible,
correct 400x95 geometry) but it renders nothing and silently absorbs
every click across the whole canvas. Root cause: CharacterCreationUiController.Tick
and CharacterManagementUiController.Tick both call UiRoot.BringToFront(Root)
unconditionally every frame (needed so chargen stays above the occluded
management screen, AP-229); a dialog root is a direct sibling under the
same UiRoot, and RetailWindowManager.BringToFront is "highest ZOrder among
siblings + 1" — whichever BringToFront runs last in a frame wins.
RetailDialogFactory.Tick never re-asserted its own dialogs' z-order, so
the next frame's screen Tick buried the dialog behind the screen's opaque
backdrop while it stayed the registered Modal with exclusive input
priority. Fixed by having RetailDialogFactory.Tick re-raise every open
dialog (in open-order) each tick, matching retail's always-on-top dialog
behavior. Live-verified the complete user sequence end to end: click
field, type, press Finish empty, dialog now visibly renders, OK dismisses
cleanly, field still typable afterward. The "[ Name" prefill question is
closed as a non-bug: neither CharGenState::RandomizeCharacter nor
gmCGSummaryPage::InitializePage write text into the field in the decomp;
retail's field is genuinely empty on open, matching acdream already.
GF-5: CharacterCreationSkillsPage.RebuildRows resolved the wrong listbox
template (Templates[0], retail's own 3-child bucket-header row) and
required the root to be a UiButton (it's a plain container). Byte-traced
gmCGSkillsPage::DoSkillRecords + tagSkillRecord's copy-ctor field order
to map every child id in the real row (Templates[1]): name, level/cost
text, and the two real per-row up/down arrow buttons. Wired the arrows to
retail's own plain-click dispatch, retiring (narrowing) AP-213's
click-to-advance/double-click-retreat single-button substitution.
GF-13: dat property 0x3B (Invisible) was never read by the importer.
Elements 0x10000403/0x10000494 ("Non-Admin"/"Non-Envoy") author it true.
A blast-radius sweep found 1,083 elements client-wide author the same
flag, so this fix stays chargen-scoped only (ElementInfo.Invisible /
UiElement.AuthoredInvisible are pure data additions; only
CharacterCreationUiController acts on them, by the authored flag, not a
hardcoded id list). General importer-wide honor filed as ISSUES.md #408;
register row AP-230 records the split.
Gates: solution build green; App 5266/3 skips/0 failed; Runtime 1735/0;
full-solution run 0 failures anywhere. Register: AP-230 filed, AP-213
narrowed. ISSUES: #408 filed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Both dual-lens reviewers of `9cf6c522`+`ddcbf1fb` returned PASS-with-items.
This round closes all nine findings:
F1 files AP-229 for the screen-layering divergence (retail destroys/
reconstructs the current UI framework via UIFlow::UseNewMode; acdream
keeps both CharacterManagementUiController and CharacterCreationUiController
mounted for the whole lifetime and reveals/occludes) plus its narrow
residual risk (the shared RetailDialogFactory can hand UiRoot.Modal to a
dialog opened by the still-ticking, occluded management screen on an
inbound CharacterError) and what already matches retail (selection/
world-name persistence, click-through isolation, one coherent Modal
stack).
F2 rewrites the connected-gate script's roster-full step with the exact
`@modifylong max_chars_per_account` recipe and the pending-delete-counts
note. F3 adds AP-221's console-diagnostic lines to the known-gaps
paragraph. F4 adds an empty-name/AP-227 step. F9 notes that a uniform
Random pick over 13 heritages can repeat.
F5 adds an App-layer source-text pin
(GameWindowLiveSessionOwnershipTests.LiveSessionRuntimeFactoryBinds
CharacterCreatedAndCreationFailedToTheStatusWriter) for the delegate
wiring the reviewer proved was deletable without breaking any test — no
practical seam exists to construct LiveSessionRuntimeFactory without a
GameWindow, so this follows the file's own established source-text-pin
pattern; the payload shape is already pinned separately at
SessionStatusWriterTests.
F6 corrects the CC7 ledger's checksum-assertion wording (it is a
round-trip purity check, not an independent golden — the golden is
CharacterCreateTests.ComputeChecksum_ExactRetailAccumulationSet) and
cross-references it from the test's own doc comment.
F7 corrects the CC7 ledger's fixture-ordering claim (it had chargen
constructing first, backwards from RetailUiRuntime.Tick's real
management-then-chargen order) and reorders CharacterScreensFixedCanvas
ArbiterTests to match production, adding ClickThrough/ZOrder assertions
that pin the occlusion the reviewer previously verified only by hand.
F8 records a known flake (RuntimeCollisionReportingStateTests.
WarmedSteadyContactRefreshDoesNotAllocate, allocation-assertion load
sensitivity, pre-existing) seen under full-solution parallel load on
both reviewer runs.
Campaign status: all seven slices (CC1-CC7) are REVIEW-CLOSED; the
campaign is CODE-COMPLETE pending the user's own connected gate.
Runtime 1735/0 (unchanged), App 5257/3 skips (+1: the new F5 pin).
Full Release build: 0 warnings, 0 errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
The narrow re-review of fix commits 0c8e1e7d+2d4168f9 found every code fix
oracle-verified but returned NOT CLOSED on five test/doc residuals plus
three nits and a follow-up filing. All fixed:
- R1: the claimed "external-change->user-commit->SetName" regression test
for F1 (the deleted _suppressNextFieldEvent latch) never existed — the
Runtime-layer randomize test doesn't touch the page. Added
CharacterCreationUiControllerTests.SummaryNameField_RealCommitAfter
ExternalRefreshWhileUnfocused_StillReachesSetName: drives Refresh with a
revision bump + changed snapshot.Name while the field is unfocused (the
programmatic SetText path that used to arm the latch), THEN performs a
real user commit (field.SetText + field.Submit(), the actual event path),
asserting SetName receives the player's typed text.
- R2: RetailSkillFormula.CalculateChargenScore and ChargenSkillScoreResolver
had zero direct coverage (the F12(d) test substitutes skillId*10). Added
a Untrained/Trained(+5)/Specialized(+10) theory, the divisor-zero skip
path, and a six-way AttributeId theory (Str=1..Self=6) to
RetailSkillFormulaTests.cs.
- R3: RetailSkillFormula.cs's doc comment claimed "no retail-authored skill
sets MinLevel above Untrained=1" without ever reading the field — ACE's
own SkillBase.cs hedges the same field "// 1-2?". MEASURED (not assumed)
against the installed EoR dat's global SkillTable
(CharacterCreationLiveDatTests.SkillTable_MinLevelDistribution_
NeverExceedsTrained): 23 skills at MinLevel 1, 15 at MinLevel 2, zero
above 2, of 38 priced skills. ACE's hedge was right; the doc comment now
states the measured fact and leans on the structural argument (the gate
holds for Trained/Specialized under any MinLevel in {1,2}) as load-
bearing, not the unverified data claim.
- R4: filed AP-228 — the Summary/Skills skill-row KEY sources from
ItemAppraisalTextFormatter.SkillName's hardcoded English switch, where
retail's own key is DAT-sourced (SkillBase->_name via %hs,
0x0047b90f-0x0047b915) — same divergence class as AP-226 filed the same
round, reversed polarity, also present at CC4's Skills page. Softened
AP-224's "ported exactly, not simplified" claim: it only ever covered the
row's VALUE/template, never its KEY.
- R5: this commit corrects 0c8e1e7d's gate claim. "Release build zero
warnings" was false: a clean `dotnet build -c Release -t:Rebuild` shows
25 pre-existing warnings (18 in tests/AcDream.Core.Tests, 7 in
tests/AcDream.App.Tests — Composition/HostInputCameraCompositionTests.cs,
Composition/WorldRenderCompositionTests.cs,
UI/Layout/OptionsPanelLiveMountProbeTests.cs), none in any file this
campaign or its residual round touched. History is not amended; this is
the correction.
Nits: the ChargenPreviewController ctor doc now also cites
gmCGSummaryPage::Update @0x0047baa0 (the per-heritage re-derive site — 0xc
Olthoi/0xd OlthoiAcid/else — not just the one-shot InitializePage seed) as
the stronger justification for why Rebuild re-derives the zoomed-out eye
per heritage on every change. RuntimeCharacterCreationState's F2 comment
("Finish becoming a permanent no-op") reworded: the same unconditional
_verificationPending = false assignment ran pre-fix too, so Finish was
never blocked — only the response FEEDBACK vanished (no dialog, no created
character, nothing), not the request itself. Filed #404 for
ChargenSkillScoreResolver's own independent SkillTable read alongside
ChargenTableReader's (cleanup follow-up, out of this round's scope).
Ledger: CC5 flipped REVIEW-CLOSED in the campaign plan (dual-lens
architectural PASS-with-items / retail-fidelity FAIL -> F1-F14 fix round
0c8e1e7d -> narrow re-review: all code oracle-verified, residuals R1-R5
test/doc -> this commit; re-reviewer pre-authorized lead diff-check close).
This commit's own sha is recorded by a follow-up ledger-only commit,
matching 2d4168f9's own pattern.
Gates: Release build 0 errors (25 pre-existing warnings, unrelated to this
round — see R5 above); App suite 5257/3 skips (was 5242/3), 0 failed;
Runtime suite 1726/0 (unchanged); the three new/measured tests (R1, R2's
ten cases, R3) all pass individually.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of 34e3a534+a975efd1 returned architectural
PASS-with-items / retail-fidelity FAIL. Every finding fixed:
- F1 (BLOCKER): deleted CharacterCreationSummaryPage's dead
_suppressNextFieldEvent latch. UiField.SetText never raises
OnFocusLost/OnSubmit, so the latch never had anything genuine to
suppress — it stayed armed until the player's own next real commit
and silently ate their typed name.
- F2: byte-re-derived gmCharGenMainUI::RecvNotice_
CharGenVerificationResponse @0x004e9030's jump table — Pending is an
explicit switch case landing on the SAME NameDBDown label as
Corrupt/DatabaseDown, and Undef/out-of-range falls through the
function's own unsigned-underflow default arm to that identical
label. Retail's dispatch has NO silent branch. ApplyCreationResponse
now produces a real rejection for Pending/Undef instead of a silent
reset; ReconcileDialogs maps them to NameDBDown. Corrects the wrong
"retail swallows Pending" claim everywhere it was repeated (plan doc,
Core.Net doc comment, Runtime doc comments).
- F3: skill rows now use the key/value template with
CharGenState::GetSkillScore @0x005C4B50 as the value (ported via the
new RetailSkillFormula.CalculateChargenScore /
ChargenSkillScoreResolver, wired through a new GetSkillScore
binding), not template 0/name-only; bucket headers are unconditional.
Writing this fix's own regression test surfaced a second, more severe
bug: CharacterCreationSummaryPage never wired _list.TemplateResolver
at all, so RebuildListbox has been a silent no-op since CC5 shipped —
fixed by threading templateResolver through the page's constructor,
matching every sibling UiTemplateListBox owner.
- F4: added the missing _errorMessageDialogContext one-outstanding
guard to the 0xF643 rejection dialog, matching
MakeErrorMessageDialog's own guard @0x004e8cc4 and the other four
sibling dialogs' shape (registered in CloseAllDialogs, suppress-
callback checked).
- F5: the Summary preview camera now seeds/re-derives retail's
zoomed-OUT eye (byte-decoded (0,-2.5,0.95) at gmCGSummaryPage::
InitializePage ~0x0047bd14-0x0047bd44) instead of Appearance's
zoomed-in default, via a new ChargenPreviewController
useZoomedOutEye flag.
- F6: retired AP-225 outright — re-derived the ListenToElementMessage
length gate is NUL-inclusive, so MaxNameLength=32 was always
byte-correct, not merely internally consistent.
- F7: amended AP-221 to cover the Summary preview's duplicate
one-shot-composition binding gap (CC5 duplicated the pattern instead
of closing it).
- F8: byte-decoded GetRandomReal @0x00563940's fmul operand at
0x007cd650 — an 8-byte double, not a 4-byte float — is EXACTLY
1.0/32767.0, not 1/32768. Added RollShadeLocked
(_random.Next(32768) * (1.0/32767.0)) and switched all six shade
rolls onto it.
- F9: evaluated porting retail's exact empty-name-commit no-op
(NUL-inclusive length==1 skips SetName entirely) and rejected it —
it would fight the F1 field-sync model by spontaneously reverting an
emptied field on the next unrelated revision bump. Kept the clear,
documented the tradeoff, filed AP-227.
- F11: filed AP-226 documenting retail's static pcProfessions/pcGender/
pcHeritage/pcTown label tables versus acdream's DAT-sourced labels,
including the non-human-heritage-renders-bare-"Heritage:" retail
quirk.
- F12: added exclude-current determinism (count-2 lists), Random-
clears-name, repeat-identical-rejection-reshows, and RebuildListbox
content tests (the last one found F3's TemplateResolver bug).
- F13: threaded an optional Random through GameRuntimeDependencies ->
LiveSessionController -> RuntimeCharacterCreationState, matching the
existing TimeProvider injection shape, closing the Slice-K
determinism hazard on a bot-reachable Randomize* command family.
- F14: RandomizeCharacterLocked now assigns _heritageId unconditionally
before the TryGetHeritage gate, matching retail's SetHeritageGroup
@0x005C67A0 (mHeritageGroup written before the DAT lookup).
Gates: Runtime 1726/0 (was 1722/0), App 5242/3 skips (was 5240/3),
Headless 166/0, Core.Net 993/994 (the one failure, NakEmissionTests
LossSoak, is a known pre-existing flake — passes standalone), full
solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fills TS-82's Summary placeholder with a faithful port of gmCGSummaryPage
(name field with NameInputFilter + the retail commit-on-focus-lost/submit
dispatch + the >32-char ID_CharGen_NameTooLong reject-and-revert path, the
REAL three-row-template listbox confirmed against the installed EoR dat
before writing any page code, and Summary's own independent gmCG3DView
preview instance wired through a second ChargenPreviewController pair
mirroring the Appearance page's exact composition shape).
Ports CharGenState::RandomizeCharacter and its six sub-primitives into
RuntimeCharacterCreationState — not approximated: the RandInt/RollDice
semantics are independently confirmed from both the decompiled RNG bodies
and the CharGenStateVtbl union struct in acclient.h. Three consumers:
the chargen screen's open-roll (retiring AP-214's honest-blank deviation
and reproducing the Appearance page's gender-flip-on-init quirk), the
Summary page's Random button (behind the retail randomize-warning
confirm), and the Appearance page's Random button (narrowing AP-212 to
just Heritage/Profession/Town's still-approximated rolls and Skills'
still-unported RandomizeSkills).
Wires the Finish button (previously ghosted) with retail's NoName/
CreditWarning dialog pair, adds the F12 amendment's HeritageOrGenderUnset
local refusal to TryBeginFinish (register AP-223) as a defensive backstop
now that the screen-open roll normally makes it unreachable, and wires
the four ID_Character_Err_* rejection dialogs for the 0xF643 response
codes CC3 already parsed but nothing displayed.
Register: TS-82 retired, AP-214 retired, AP-212 narrowed, AP-223/224/225
filed (heritage/gender Finish refusal, Summary's two-bucket skill-list
narrowing, the 32-vs-33 name-length threshold reconciliation).
Runtime 1722/0 (was 1713), App 5240/3 skips (was 5223/3), Headless 166/0
unchanged, full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R1: LivePresentationComposition's chargen-preview diagnostic fired on every
ordinary launch without ACDREAM_RETAIL_UI set, since interaction.RetainedUi
is null in that configuration and there's no Appearance page to warn about.
Narrowed the else-if guard to require RetainedUi is not null too, so the
diagnostic only fires in the one configuration it actually diagnoses.
R2: filed AP-221 for the F8 one-shot-binding disposition the re-reviewer
accepted as scoped but which shipped without its own register row — the
chargen preview's GPU-side binding reads the retryable mount coordinator's
widget exactly once, so a slow-DAT frame permanently kills the preview for
the session with only R1's diagnostic as evidence.
R3: rewrote AP-217 after re-deriving from the decomp. The original row
claimed the GradCircle was an interactive click-to-hue picker with no
handler wired up. gmCGAppearancePage::ListenToElementMessage's dispatch
switch has no case for the GradCircle's offset at all — it isn't a click
target in retail either. DoGradDisk is a paint-only routine that blits the
gradient art tinted with the current color (or blanks it for Eyes)
whenever SetColor/SetSelection run. acdream's real gap is that it never
repaints the GradCircle — a cosmetic paint gap, not a dead control.
N1: tightened AP-220's "leaving Gearknight for something else" — the
decomp shows leaving Gearknight for Olthoi/OlthoiAcid takes a separate
branch that does not randomize; only leaving for a non-Olthoi heritage
does.
N2: added the requested media pin to the F2 spin-highlight live-DAT test,
then measured it against the installed EoR dat rather than assuming it
would pass. It doesn't: none of the nine spins author Highlight-state
media on either consumed arrow face segment, so
TrySetRetailState(Highlight) is a silent no-op for all of them today.
Pinned the test to the measured reality (ActiveState stays "Normal") and
filed AP-222 documenting the discovery — unresolved whether retail's own
spin art has the same gap.
Plan doc: CC6b-MOUNT ledger row updated to REVIEW-CLOSED with the full
commit chain and re-review disposition; OWED list corrected for AP-217/
AP-222.
Gates: dotnet build -c Release green. App suite 5223 passed / 3 skipped
(ACDREAM_PROBE_LIVE_MOUNT=1, ACDREAM_DAT_DIR set) — count held exactly at
baseline. Runtime suite 1713/0 — unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes every finding from the dual-lens review of 34c6fceab0 (architectural
PASS-with-items, retail-fidelity FAIL). Re-derived every decomp citation
against docs/research/named-retail/acclient_2013_pseudo_c.txt directly
rather than trusting the reviewer's transcription.
Wrap/normalize semantics (F1): CycleIndex's decrement-from-Unset landed on
0; the decomp's shared decrement tail (label_47f065/label_47f6d9, the same
switch the headgear ring was ported from) computes new=cur-1=-2 on the raw
signed int32, which wraps to count-1 — matching headgear's own ring shape.
Also ports the spin body-click normalize-and-write-back retail's cases
0xa5-0xae all share (NormalizeChoiceOnSelect), which acdream had dropped
entirely. Flips the one test that pinned the wrong expectation and adds
select-zone coverage no prior test isolated.
Heritage gate (F3): Update's Gearknight/Olthoi/OlthoiAcid branches reset
SetChoice(FACE)/SetSelection(HAIR) unconditionally, not only when Clothes
was showing — a conditional gate stranded Nose/Mouth as the current part
under a Face-tab session.
Doc corrections propagated everywhere they repeated (F4, F5, F6, plus the
plan doc's own CC6b-MOUNT ledger row for F1/F3): the gmBarberUI heading
citation conflated PostInit with InitializePage; Random's Appearance
disable was mislabeled a placeholder when it's really AP-212's unported
RandomizeAppearance/RandomizeClothing gap; the master-page doc still called
the Appearance page content-inert after this campaign made it real.
Visual substitutions widened (F2): AP-215 named only two of the Appearance
page's swatch/spin substitutions. Ports the two cheap ones directly —
current-part highlight via SetSelection's SetState(1)/SetState(6), routed
through the existing UiButtonStateMachine.Normal/Highlight ids and
IUiDatStateful.TrySetRetailState seam (installed-DAT-confirmed
ToggleBehavior=true on all nine spins); the shade scrollbar's SetVisible(0)
for Eyes vs acdream's Enabled=false. Files the other five (DoColorSpots,
the inert GradCircle, spin-caption/heritage-caption loss, the Skin-spin
MoveTo reposition, the Gearknight-boundary randomize calls) as new register
rows AP-216..AP-220 and corrects the plan doc's false claim that AP-215
already named the GradCircle.
Unlocked DAT read (F7, BLOCKER): ChargenPreviewController.Rebuild called
ChargenAppearanceFactory.TryCompose outside _datLock while the very next
line correctly locked TryBuildAnimated — CC6a's own F4 class of bug,
reintroduced at this catalog's first production call site. Wrapped in the
same lock; documented the invariant on ChargenAppearanceCatalog itself.
One-shot preview mount (F8): LivePresentationComposition reads
ChargenPreviewViewportWidget once, but its underlying mount
(CharacterCreationUiMountCoordinator) is explicitly retryable while this
GPU-resource composition pass is not — unlike PaperdollViewportWidget,
which IS eager/non-retryable, so the "mirrors Paperdoll" doc claim was
false. Retrofitting cross-frame retry here would mean restructuring this
composition's one-shot contract for every private viewport (paperdoll,
creature appraisal) and FrameRootComposition's fixed frame-group array —
out of this round's blast radius. Corrected the doc and made the failure
loud (a diagnostic log) instead of silent.
Dispose leak (F9): ChargenPreviewController.Dispose left the preview
WorldEntity referenced by the leased renderer until the renderer's own,
later disposal. Releases it on its own teardown now.
Test-quality items (F10, F11, F13): pinned the spin arrow widths
(47px, both arrows) the 174 zone boundary is derived from, plus a
controller test for the previously-uncovered select zone. Measured the
shade scrollbar's authored orientation instead of assuming it — it is
VERTICAL (33x85) — which is a real production bug: UiScrollbar only routed
scalar-mode mouse events when Horizontal was true, so the shade control
never fired in production. Added OnVerticalScalarEvent/DrawVerticalScalar
mirroring the existing horizontal scalar path. Converted
ChargenPreviewControllerTests from silent-pass [Fact] to the shared
InstalledDatFactAttribute skip-reporting pattern.
Adjudication (F12): AD-101's retirement leaves TryBeginFinish's four local
refusals (NoName/AttributeCreditsUnspent/AlreadyPending/RosterFull) with no
heritage/gender gate — currently latent since Finish stays hard-disabled
this round. Amended the campaign plan's CC5 slice scope to require BOTH a
heritage/gender refusal AND a real RandomizeCharacter port before the
connected user gate opens Finish; noted the interaction on AP-214's own
register row. No CC5 implementation in this commit.
Gates: dotnet build -c Release green across the full solution. App suite
(Release, ACDREAM_PROBE_LIVE_MOUNT=1) 5223/3 skips, Runtime suite
1713/0 — both clean across repeated runs. A full-solution run surfaced
three pre-existing, previously-documented flakes unrelated to this change
(Streaming.LandblockBuildFactoryTests/LandblockPresentationPipelineTests
#402, Core.Net.Tests.NakEmissionTests loss soak) — each confirmed passing
in isolation, consistent with their known full-suite-parallelism-timing
history; none touch any file this commit changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The page-mount half CC6b-PRE deferred: CharacterCreationAppearancePage
(gender buttons, Face/Clothes sub-tabs, nine spin controls with retail's
decrement/increment/select-as-current-part OnClickAt zones, nine color
swatches, shade scrollbar, zoom/rotate wiring) plus ChargenPreviewController,
which bridges the ChargenPreviewRenderer/ChargenPreviewZoomController
camera-injection gap CC6a/CC6b-PRE left open and mounts as the third private
creature viewport beside paperdoll/creature-appraisal.
Color-wheel scouting (campaign risk item 4): live-DAT probe found every
color-wheel-family id resolves through existing DatWidgetFactory mappings
(Button/Scrollbar/generic fallback) — no new widget type needed.
The @140355 gender-flip-on-init oddity (risk item 5): resolved via decomp
alone — gmCharGenMainUI's own ctor calls CharGenState::RandomizeCharacter
before any page constructs, so retail's chargen screen is never actually
blank on open; the Appearance page's gender-flip code always fires against
a real, randomly-rolled gender. Filed AP-214 (acdream doesn't port
RandomizeCharacter this round, so it opens honestly blank instead) and
AP-215 (two narrow visual substitutions: swatch .Selected highlight vs
retail's separate overlay, ordinal labels vs retail's icon-only spins).
AD-101 retired: the Heritage page's auto-gender-select interim default is
deleted now that the Appearance page's real gender buttons exist. TS-82
narrowed to Summary-only.
Scope addendum: ChargenPreviewRotationController's parameterless-constructor
default changes from 0f to a new RetailDefaultHeadingDegrees=180f constant
(retail's InitializePage override, not the ctor's raw 0) — every real
gmCG3DView owner converges on 180 before its first frame, so a controller
defaulting to 0 was a trap for future consumers.
Runtime 1713/0, Core 4786/1 skip, Content 147/0, App 5220/3 skips (Release,
ACDREAM_PROBE_LIVE_MOUNT=1) — zero failures across two clean full-solution
runs; the one Core.Net.Tests NakEmissionTests flake observed on a third run
is the same pre-existing, previously-documented timing flake (zero files
under src/AcDream.Core.Net/ touched, passes 100% in isolation).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The final CC4 re-review closed R1-R4 (the fixed-canvas arbiter, headless
create-gate proof, #402 filing) and left one residual: the arbiter's
mismatch-throw makes 'both char-select screens author 800x600' a crash
premise on the exact user-gate path (ACDREAM_OPEN_CHARGEN=1 ->
char-management declares -> chargen declares on top), and only
char-management's extent was DAT-pinned. The chargen live-DAT probe now
pins the root at 800x600 the same way — measured against the installed
DAT (passes 7/7), not inferred. Ledger row flipped to REVIEW-CLOSED with
real shas.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
EOF
CC4 re-review returned NOT CLOSED: R1 (MEDIUM, blocking) is a new residual
the F1 fix itself introduced, plus three LOW riders (R2, R3, R4).
R1 — nulling UiRoot.FixedCanvasSize on chargen Close() stripped it from
character-management, which stays active underneath and only sets the
canvas on its own activation edge. Root cause (reviewer-named): two
controllers writing one host-global with no owner. Fixed with the
root-cause shape (reviewer's option (c)): UiRoot.DeclareFixedCanvas(owner,
size)/RevokeFixedCanvas(owner), an owner-scoped arbiter — every declarer
must agree on the canvas size (a mismatch throws instead of silently
last-writer-wins), and the canvas nulls only once EVERY declarer has
revoked. Both CharacterCreationUiController and CharacterManagementUi-
Controller now declare/revoke instead of writing FixedCanvasSize directly;
grepped for stragglers, none remain in production code (the raw setter
stays public only for UiRootFixedCanvasTests' isolated scale-math
coverage). New test (reviewer-specified):
CharacterScreensFixedCanvasArbiterTests — two controllers sharing one
UiRoot, proving the canvas stays set through chargen's Exit-confirm Close
while char-management is still active, nulling only once char-management
also deactivates, plus the original F1 defect's own covering case (both
revoke together at world entry).
R3 — HeadlessSessionHostTests.ContentLease_InstallsRealChargenOptions_
SelectHeritageIsAccepted proves F6's install actually opens the gate: a
content lease carrying a real hand-built DatCharGen heritage (not
ChargenOptions.Empty) is installed, and TrySelectHeritage for it succeeds.
R2 — filed docs/ISSUES.md #402 for the pre-existing
Streaming.LandblockBuildFactoryTests.Build_UsesTheSuppliedSharedReaderGate
full-suite flake (unrelated to Campaign CC).
R4 — fixed "unchached" -> "uncached" typo in
InteractionRetainedUiComposition.cs.
Runtime 1713/0, App 5127/13 skips (+2), Headless 166/0 (+1), full solution
Release build green. Live-DAT probes 7/7 under ACDREAM_PROBE_LIVE_MOUNT=1.
The known #402 flake did not fire across 3 consecutive full-suite runs
this session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Dual-lens review of CC4 (0e71d3b8) returned architectural FAIL (F1, F6)
and retail-fidelity PASS-with-reservations (F2, F3, F4), plus LOW
findings F5, F7-F12. F13 (TS-82's merge collision with campaign-cc6a) is
merge mechanics for the orchestrator, not addressed here.
F1 (HIGH, blocking): CharacterCreationUiController never released
UiRoot.FixedCanvasSize, on a FALSE premise that CharacterManagementUi-
Controller does a per-tick set (it does not — it sets once on activation
and nulls on Deactivate/Dispose). Root cause: RuntimeCharacterCreation-
State had no CompleteEnter() analogue to RuntimeCharacterSelectionState's,
so the creation view reported IsActive=true for an entire in-world
session. Added CompleteEnter(), wired at both LiveSessionController
in-world edges (StartCore, EnterHighlightedCore); made Open/Close/
Deactivate/Dispose set/null the canvas symmetrically; corrected the false
comment and ledger claim; added FixedCanvasSize test coverage.
F2 (MEDIUM-HIGH, blocking): the attribute-slider scalar mapping was not
retail's. Fixed display to value/100f (UpdateAttributeValues @
0x0048251d) and the drag inverse to truncate+clamp-low-only, no rescale
(ListenToElementMessage @ 0x004829c0, independently re-verified against
the decomp). Added tests at scalar 0.5/0.0 plus a display-direction test.
F3 (MEDIUM, blocking): ported the unported heritage-button tab-restore
arm (ListenToElementMessage @ 0x004e9450) — SHOW/HIDE id sets independently
re-derived from the decomp, including the genuine Lugian (0x100005f1)
no-restore quirk, reproduced faithfully. Wired via a new HeritagePage
click callback; added restore + quirk tests.
F4 (MEDIUM): ported SetTown's (@ 0x0047c360) separate per-town page-root
state literal (Holtburg->0x10000034 etc.), independently re-derived from
the decomp's tail-merged branches; wired via the existing
IUiDatStateful.TrySetRetailState seam; added a test.
F5 (MEDIUM): softened AD-103's unmeasured pixel-equivalence claim.
F6 (MEDIUM, blocking): DECISION — install ChargenOptions in the headless
content path (chosen over marking headless creation out-of-scope).
HeadlessSessionHost now calls InstallOptions off the shared content
lease's Dats, beside the existing InstallSpellMetadata call.
F7: AP-213 already named the label format and click/double-click
substitution explicitly on inspection — no edit needed.
F8: AP-212 now names all six DoRandom primitives with a known landing site.
F9: AD-101 retirement corrected to precede CC5's Finish un-ghosting.
F10: merged ItemAppraisalTextFormatter's duplicate <summary> block.
F11: fixed TS-82's wrong AP-211 cross-reference.
F12: cached the chargen DatStringResolver once per composition instead of
per ResolveText call.
Runtime 1713/0, App 5125/13 skips (+8 new tests), Headless 165/0, full
solution Release build green. Live-DAT probes 7/7 under
ACDREAM_PROBE_LIVE_MOUNT=1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mounts gmCharGenMainUI (enum 0x10000039, root 0x100003CC) via
CharacterCreationUiController/CharacterCreationUiMountCoordinator,
cloning CharacterManagementUiController's recipe. Master shell ports
SetProgressState @0x004e7a10 (Olthoi tab-hide + redirect) and
ListenToElementMessage @0x004e9450 (Back/Next/Finish/Help/Exit/Random
nav) verbatim, with free tab navigation over all six pages. Heritage,
Profession, Skills, and Town pages bind to CC3's
RuntimeCharacterCreationState commands; Appearance and Summary mount as
content-inert placeholders for CC6b/CC5.
Live-DAT probing (CharacterCreationLiveDatTests) found two widget-
mapping surprises the decomp's DynamicCast hints don't predict: the
Profession slider's value field imports as an editable UiField (wired
for direct numeric entry), and the avail/health/stamina/mana/credits
displays author as UIElement_Button hosts whose Type-12 value child is
swallowed by UiButton.ConsumesDatChildren — substituted with the
button's own Label. No new DatWidgetFactory widget types were needed.
Threads the installed DAT's real ChargenOptions into Runtime via the
new RuntimeCharacterCreationState.InstallOptions, called from
ContentEffectsAudioCompositionPhase.Compose (mirrors
InstallSpellMetadata's pattern); headless keeps ChargenOptions.Empty
unchanged. Wires CC3's F14 status-hook gap (ApplyCharacterCreated/
ApplyCreationFailed) to SessionStatusWriter for both graphical and
headless hosts, and adds the CharacterCreation view/command seam
through CurrentGameRuntimeAdapter and DeferredGameRuntimeStateCommands
alongside CharacterSelection's existing shape.
Register: AD-101/102/103, AP-212/213, TS-82 filed for the auto-gender-
select interim default, the omitted ToD-account gate, the button-Label
widget substitution, the Random-button approximation, the flat-listbox
Skills simplification, and the Appearance/Summary placeholders.
Runtime 1713/0 (was 1707), App 5117/13 skips (was 5101/6), Headless
165/0 unaffected, full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
F1 (MUST-FIX): RetailWaitDialogView was the ONE dialog view the 0a7dc7d6
EffectiveCanvasSize sweep missed - the Entering World wait dialog (fires
on ENTER, the char screen primary action) still centered against the raw
window and landed off the visible canvas. Same three-line fix as its three
siblings; the enter-wait test now grows the window over the fixed canvas
and asserts canvas-space centering.
F3/F4: two stale assertions about the DELETED first AD-98 substitution
(the register section-2 header line and the live-DAT oracle test doc) now
describe the completed FixedCanvasSize mechanism - the C4-closeout failure
mode, caught before it cost anything.
F5: RetailDialogData.Confirmation sets ElementAttribute40 itself (retail
MakeConfirmExitDialog writes 0x8E=1, 0xAC=1, 0xC5); the manual set in
GameplayConfirmationController is gone.
F6: MapWindowToCanvas truncates instead of rounding - rounding mapped the
window far edge one past the canvas last valid coordinate, a 1px dead
hit-test band; test updated to truncation semantics + far-edge case.
F7: AD-98 records that the no-letterbox aspect claim has no decomp
citation and is confirmed by the user live gate pass 2026-08-15.
F8: the durable world-name read in StartCore is IsCurrent-gated like every
neighbouring step.
F2 filed as #401 (invert RetailUi to opt-out - product-default decision,
not a gate fix).
App 5100+6 skips, Runtime 1666, green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two live-integration gaps the ef96c554 unit tests could not see:
1. World box stayed empty against ACE: ServerName (0xF7E1) arrives in the
SAME connect batch as CharacterList, so ServerNameReceived fires during
the handshake pump BEFORE the controller binding subscribes - the
event-only wiring proved the state and controller but never the live
ordering. StartCore now reads the durable WorldSession.ServerInfo after
connect exactly like the roster (ILiveSessionOperations.GetServerInfo,
default interface method so no fake breaks); the event remains for
post-connect updates. Pinned by a Start-level test.
2. The exit confirmation rendered far right of the screen: all three
retail dialog views centered against the raw window size while the
active screen lays out in the fixed 800x600 canvas - center-of-1920
is canvas-760, which the stretch pushes off-center. Views now center
against UiRoot.EffectiveCanvasSize (canvas while a pre-world screen is
active, window otherwise). Pinned by growing the window over the fixed
canvas in the exit-dialog test and asserting the scrim spans the canvas
with the popup centered at 400.
Runtime 1666, App 5100+6 skips, green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Finding 1 (Exit button dead): retail's gmCharacterManagementUI Exit
button (element 0x100003A4, offset 7 from the listbox base in
ListenToElementMessage@0x004ed5a0) opens MakeConfirmExitDialog
(0x004ed250), whose exact ID_CharacterManagement_ConfirmExit text
(table 0x23000002) and m_confirmExitDialogContext re-entry guard are
now ported. On confirm (matching RecvNotice_CloseDialog@0x004ed760
case 1's ConfirmationResult check) the client exits through the
EXISTING graceful window-close seam (CharacterSelectionRuntimeBindings
.RequestExit -> d.Window.Close, the same delegate
GameplayInputCommandController's Escape fallback already uses) so
disconnected/exited status events still fire via GameWindow.OnClosing
-> CompleteShutdown. Retail's real post-confirm destination is
QueueUIMode(0x10000009) -> gmEpilogueUI, an epilogue screen this round
does not port — recorded as AD-99. Credits (element 0x100003A3,
QueueUIMode(0x10000005) -> gmCreditsUI) stays visibly ghosted like
Create, same treatment, out of scope this round.
Finding 2 (row names center-aligned, retail is left): the character
row template (LayoutDesc 0x21000004, element 0x100003A5, live-DAT
confirmed HJustify=Left with three stateful Type-3 highlight-art
children and no Type-12 caption child) authors its OWN justify
directly, with no separate text child to lift a label from.
DatWidgetFactory.BuildButton's Left-justify branch required
!ReferenceEquals(labelInfo, info) — true only when a label was LIFTED
from a distinct child — so a button's own direct HJustify=Left was
silently dropped to UiButton's Center default. Widened the branch to
also honor the direct case, preserving the existing lifted-child
LabelOffsetX behavior and leaving genuinely-centered buttons
(CREATE/ENTER/DELETE/RESTORE) untouched.
Finding 3 (World box empty): parsed ACE's GameMessageServerName
(opcode 0xF7E1, ACE.Server/Network/GameMessages/Messages/
GameMessageServerName.cs; retail CM_Login::DispatchUI_WorldInfo
@0x006ad860 -> ClientUISystem::Handle_Login__WorldInfo@0x005641a0 ->
ECM_Login::SendNotice_WorldName@0x00692b10, notice 0x186a2, consumed
by gmCharacterManagementUI::UpdateWorldName@0x004ec120 /
RecvNotice_WorldName@0x004ec360 onto element 0x1000039B) as
src/AcDream.Core.Net/Messages/ServerName.cs, cross-checked against
holtburger's ServerNameData. WorldSession.ServerNameReceived fires
alongside CharacterListReceived (ACE sends both in one
SendConnectResponse batch); RuntimeCharacterSelectionState.
ApplyWorldName is the new J-owner field (ungated by lifecycle, since
either message can arrive first); CharacterManagementUiController
binds it onto the WorldTextElementId UiText. Per the LA1 status
vocabulary, the characterList STATUS event's worldName field is
intentionally NOT added this round (kept bounded to the client-side
fix) — a follow-up if the launcher UI wants it.
Also corrects AD-44, discovered stale while filing AD-99: its opening
claim ("acdream has no retained character-management screen") was
false as of this session — LA7/LA8 shipped the screen in earlier
commits without updating this row.
Tests: exit-confirm open/cancel/confirm/re-entry-guard flow;
DatWidgetFactory own-HJustify-Left/Center regression tests plus the
live-DAT pinned row-justify assertion; ServerName parse round-trip
(byte-exact vs ACE's AceWireWriter fixture, truncation/wrong-opcode
cases); WorldSession dispatch test (roster+world in one wire batch);
RuntimeCharacterSelectionState.ApplyWorldName tests (order-independent
of ApplyRoster, unchanged-value no-op, Reset clears); controller test
binding the World text element to the live snapshot. Extended the
shared RetailDialogFactoryTests.BuildDialogLayout test fixture with a
Confirmation-type branch (Accept/Reject buttons) since this is its
first RetailDialogType.Confirmation consumer.
Suites: full solution Release build green; AcDream.App.Tests 5100/6
skips, AcDream.Core.Net.Tests 965/0, AcDream.Runtime.Tests 1665/0, all
Release, 0 failures; live-DAT probes (ACDREAM_PROBE_LIVE_MOUNT=1)
green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Third iteration on the screen, completing AD-98. The previous substitution
stretched only the root BACKGROUND while the child widgets stayed at their
authored 800x600 pixel positions - and the background painting carries
visual anchors (the World/Characters captions are art), so the user gate
showed captions overlapping the listbox and every widget misaligned
against the stretched art.
Retail model (established at 71bf24fb): fixed-canvas pre-world screens
render at authored 800x600 and the whole composed frame stretches once at
presentation; the blitter has no stretch mode. Our equivalent now does the
same one stage earlier:
- UiRoot.FixedCanvasSize: while the char-select screen is active, the
retained tree lays out in its authored canvas and Draw scopes a uniform
scale onto TextRenderer.CanvasScale; the mouse entry points apply the
exact inverse so MouseX/MouseY and every hit test live in canvas space.
- TextRenderer.AppendQuad is the single emission chokepoint - sprites,
rects, AND glyphs scale together, including retail-authentic non-uniform
aspect distortion and stretched text. World-space HUD stays native (the
scale resets outside UiRoot.Draw).
- CharacterManagementUiController stops resizing Root to the viewport;
activate/deactivate/dispose set and clear the host canvas.
- UiDatElement returns to retail-pure copy-or-tile; the interim
StretchOwnBackgroundToFill flag is deleted.
- AD-98 updated to describe the completed substitution.
Tests: canvas-scale quad math, inverse input mapping (window click lands
on the canvas-space widget), degenerate-size guards, controller keeps
authored extent + sets/clears the canvas. App suite 5085/6 skips; live-DAT
char-select probes 3/3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The LA8 char-select root (0x1000039A) authors LeftEdge=TopEdge=RightEdge=
BottomEdge=0 ("no anchor") in the installed DAT — confirmed via the new
CharacterManagementLiveDatTests.RootAuthorsNoEdgeAnchors_RetailNeverResizesItSelf
gate — so retail's own UIElement::UpdateForParentSizeChange (0x00462640) never
resizes this element; it stays a fixed 800x600 rect in retail's own tree.
Retail's generic UI sprite blit, Graphic::Draw (0x00693b20) dispatching to
Graphic::PutImage (0x00693a30) for an exact/undersized destination or a
modulo-wrapped tile loop otherwise, has no third "stretch" mode — confirmed
against BlitMode (acclient.h ~3135) and MD_Data_Image::m_drawMode/DrawModeType,
both COLOR-blend selectors, not tile-vs-stretch geometry modes. The prior
"Normal -> tile, matching ImgTex::TileCSI" citation in UiDatElement was a
mis-attribution: ImgTex::TileCSI (0x0053e740) is called exclusively from
TexMerge::CopyAndTile/ImgTex::CopyCSI for LAND-SURFACE terrain texture
compositing, never from the UI element system.
Given the dat authors zero resize anchors and the blitter can only copy or
tile, the only way retail's whole pre-world scene (background + buttons +
listbox together) fills an arbitrary window resolution is that these
fixed-canvas "flow" screens render at 800x600 and the WHOLE FRAME is
stretched once at presentation — outside the UI sprite system entirely.
acdream has no offscreen fixed-resolution UI render target / present-time
scale pass; CharacterManagementUiController's constructor instead resizes
the MOUNTED ROOT element itself to the live viewport, which is why its own
background tiled (Width/tw > 1 at any resolution above 800x600, wrapped by
GL_REPEAT).
Fix: UiDatElement gains StretchOwnBackgroundToFill (default false, every
ordinary chrome/container element keeps tiling) — when set, the element's
own DirectState background draws as one UV-0..1 quad instead of the native
tile formula. CharacterManagementUiController sets it on Root right where
Root is resized to the host viewport, reaching the same visual result as
retail's present-time stretch (no tiling, no aspect-preserving letterbox)
through a different mechanism. Divergence register row AD-98 records the
substitution.
Tests: three new UiDatElementTests pin the UV-span mechanism generically
(tile past 1.0 when unset and rect exceeds native size; clamped to 1.0 when
set; byte-identical to the old tile formula when rect equals native size,
so every unaffected panel is untouched). CharacterManagementUiControllerTests
pins Root.StretchOwnBackgroundToFill == true post-construction. The live-DAT
gate confirms the root's zero edge-anchors and Type=3 against the installed
DAT. AcDream.App.Tests: 5084 passed / 3 skipped with ACDREAM_PROBE_LIVE_MOUNT=1
(5081/6 skipped without it — the 3 live-DAT-gated tests skip).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: the LA8 character-select screen's root background RenderSurface
(0x06007576, LayoutDesc 0x21000004 element 0x1000039A) is PFID_CUSTOM_RAW_JPEG
— a complete JFIF byte stream (confirmed live: 414,230 bytes, FFD8...FFD9,
Width=0/Height=0 on disk) that SurfaceDecoder.DecodeRenderSurface had no case
for, so it fell through the switch's `_ => DecodedTexture.Magenta` default arm
with nothing logged. Retail's RenderSurface::CreateFromSourceData
(named-retail decomp @0x004440a0) hands this exact byte stream to the Intel
JPEG Library (`_ijlInit`/`_ijlRead`/`_ijlFree`) at runtime and reads the real
pixel dimensions from the JPEG's own SOF header rather than this
RenderSurface's Width/Height fields, which are legitimately 0 for this
format — the same reason the decoder's generic non-positive-Width/Height
guard was also wrong to apply here.
A per-id media sweep of the installed DAT (new EveryDeclaredMediaId_
ResolvesToADecodableTexture test) showed this was the ONLY unresolved id
among the screen's 25 distinct media ids — the listbox (0x1000039D) and every
button face resolve fine. The listbox interior and the ENTER button's
circular fill are both transparent regions layered on top of the root, so
the one broken root background bled through everywhere nothing opaque
covered it, producing all three symptoms (full-screen background, listbox
interior, ENTER circle) from one cause.
Fix: SurfaceDecoder now special-cases PFID_CUSTOM_RAW_JPEG before the
Width/Height guard and decodes it with StbImageSharp (dual Unlicense/MIT,
pure managed, no native dependency — works on the Linux headless/graphical
targets Slice K/L commit to). JPEG is ITU T.81-standardized, so any
conforming decoder reproduces the pixels IJL would; round-tripped a
synthetic fixture through the real decode path to confirm. Verified against
the live DAT: 0x06007576 now decodes to 800x600, exactly the screen's
LayoutDesc-authored size.
Guard: per claude-memory/feedback_ui_resolve_zero_magenta.md, an unresolved
id reaching the draw path should be loud. That memory's existing guard
("guard on the id, not the handle") only covers a DIFFERENT trap — a
zero/absent id — and could not have caught this one, which has a real,
non-zero, DAT-resolved id. No guard existed for "id resolves but can't
decode" or "id doesn't exist in either dat" before this change, so both were
silent. SurfaceDecoder now logs once per surface id on every magenta-return
path (null data, JPEG decode failure, unsupported format, no-palette
paletted format, decode exception); TextureCache.GetOrUploadRenderSurface
logs once per id when a RenderSurface isn't found in Portal or HighRes at
all.
Tests: CharacterManagementLiveDatTests.EveryDeclaredMediaId_
ResolvesToADecodableTexture (installed-DAT gate, ACDREAM_PROBE_LIVE_MOUNT=1)
sweeps every StateMedia id in the char-select root + listbox row template
and asserts none decode to the magenta placeholder — this class of gap now
fails the gate instead of shipping silently. SurfaceDecoderTests adds
PFID_CUSTOM_RAW_JPEG coverage (real decode via a synthetic from-scratch
JPEG fixture — not retail art, generated with StbImageWriteSharp and
round-tripped before being pasted in as a literal; corrupt-data and
null-SourceData magenta paths) plus PFID_P8/PFID_INDEX16 no-palette cases
that now flow through the same logged path.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's first click on a mapping button killed the client: the live
dialog catalog's wait root 0x31 carries retail class type 0x19 (WaitDialog),
which DatWidgetFactory left unmapped, so the root built as a plain
UiDatElement and RetailWaitDialogView's ctor threw out of UiButton.OnClick
into the render loop. The unit test missed it by standing the confirmation
fixture (type 0x13, mapped) in for the wait root — the structural-false-
negative class again. Pins: DatWidgetFactoryTests theory for both dialog
root types, plus an installed-DAT UiDialogRoot/0x3D/0x3E assertion in the
env-gated keyboard probe. OpenCaptureInstructions now converts a dialog
construction failure into its contracted 0-return (log + capture refused,
retail's own OpenMapWarnDialog failure shape) instead of crashing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three findings from the user's first Configure Keyboard look (OP8 gate,
2026-08-14), each root-caused against the named retail decomp:
- #394 row-caption font: the synthesized action-label UiText never set
DatFont and fell to the debug bitmap font. The authored row template
(0x21000009/0x1000002F, retail UIOption_ActionKeyMap) carries FontDid
0x4000000A (18px serif) — Bind now takes resolveTemplateFont and applies
the template's own authored font, resolved once per template pair.
- #395 key captions: raw enum spellings ("Shift+ShiftLeft") replaced by the
port of CInputManager_WIN32::GetNameFromKey @0x00687F40 /
GetNameFromKey_Internal @0x00687800 (RetailKeyNames): DAT string-table
override by DIK-name hash (key enum 4 -> 0x2300000A, meta enum 5 ->
0x2300000B, delimiter enum 3 -> 0x23000007 — GetDIDByEnum category 4,
live-probed), else the OS keyboard layout's own key name ("SKIFT") via
PlatformKeyNameProvider (Win32 GetKeyNameTextW — register row AD-96 for
the DirectInput-vs-GetKeyNameText adaptation), else the DIK-suffix
spelling. Bare modifier-key bindings show only the key name.
- #396 capture feedback: clicking a mapping button now opens retail's
instruction dialog (InitiateBinding @0x004899D0 -> OpenMapWarnDialog
@0x00488A00): a type-2 WAIT dialog on retail's MapWarn queue key
0x10000001 with ID_ActionKeyMap_MapInstructions (0x23000004, ACTION
variable interpolated), closed on key hit or ESC through the capture
callback; capture is not armed if the dialog cannot open, matching
retail. New RetailWaitDialogView (wait root 0x31 — same authored
popup/message pair 0x3D/0x3E as the confirmation root, live-DAT probed)
behind a shared IRetailDialogView presenter seam.
Probe evidence (env-gated, kept):
KeyboardConfigLiveMountProbeTests.ProbeKeyboardFontsAndKeyNameStrings.
Register: AD-96 filed. Gate script OP8 section updated (step 4 rewritten;
the "pressed/active state is enough" contract is retired).
Full Release solution suite green (13,424 passed / 4 skips).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
staged-item trading marker
- Cancel text: ClientTradeSystem::Handle_Trade__Recv_CloseTrade
@0x0056DE30 shows "The trade has been cancelled." UNCONDITIONALLY
(every close reason) as 0x1A ClientLocal - the yellow top-center
SpewBox line. Wired at the router's onTradeClose beside ApplyClose;
the string lives in ClientTextRefusals with its citation.
- Staged-item marker: retail's mechanism decoded end-to-end - the
UIItem prototype (catalog 0x21000037) authors overlay child
0x10000438 (sprite 0x06001DAE, the green frame + corner trade icon),
bound @0x004E18FC and SetVisible(tradeState != 0) @0x004E2420;
gmSecureTradeUI::AddItem @0x004CA801 sets
ACCWeenieObject::SetTradeState(1) on YOUR staged items. Ported as:
UiItemSlot.ShowTradeOverlay + TradeOverlaySprite (drawn over the
icon), set on the trade window's self-grid cells; and
RuntimeTradeState now borrows the canonical object table and
maintains ClientObject.TradeState (1 at stage, 0 at remove/failure/
reset/close/clear) - which also brings the ALREADY-PORTED placement
policy's "You cannot move an item while it is being traded" refusal
to life (its input field previously had no live producer).
Runtime 1,626, App 4,992/3 - green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
root cause for every dead interaction) + retail's Total Items caption
The round-2 probes nailed it: the request seam fired for BOTH open
paths (use AND drag - "drag-release pick" -> "drag-on-player" ->
"request"), but no open-cmd, no wire-open, and no LiveCommandBus
drop-warning ever printed. MountSecureTrade captured
_bindings.Options.CommandBus() ONCE at mount time - the pre-session
surface whose Publish routes into a null route silently. CommandBus is
a Func for exactly this reason; the social mounts resolve it inside
each lambda. Every trade command - open (use + drag), accept (the
"unpressable" Trade button - the click FIRED, the publish died),
Clear All, close, and drop-on-grid staging - died on that one captured
bus. All six lambdas now resolve the Func per call.
Also: ID_SecureTrade_TotalItemsLabel probe-verified token-free
(fragments ["Total Items: ", ""], one ITEMS variable 0x004E8A23) and
composed via ResolveTemplate - the count texts read retail's exact
"Total Items: N". AD-95 RETIRED same-day.
The pre-feature stub-toast test row (drag-on-player option-on expecting
"Secure trade is not open.") now pins the SecureTradeRequested seam
instead. App suite 4,991/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
authored gmSecureTradeUI window, and both retail open paths
Three-lane research first (docs/research/2026-08-14-trade-lane{A,B,C}):
retail gmSecureTradeUI decode, the byte-exact ACE/decomp/holtburger
three-way wire agreement, and the acdream seam map (which found both
open paths ALREADY classified by the ported policy - OpenSecureTrade on
Use-a-player, StartSecureTrade on drag-item-onto-player with the
DragItemOnPlayerOpensSecureTrade option - dead-ending at a stub toast).
- Core.Net: TradeRequests builders (0x1F6-0x204, retail's CM_Trade
senders byte-checked against ACE's readers; the ACE-discarded
AcceptTrade echo carries zero-count item lists - AD-94), corrected +
completed inbound parsers (0x1FD-0x208; the old AddToTrade parser
missed the SIDE dword, TradeFailure missed the reason), delegate-hole
registrars, six WorldSession sends. 10 golden-byte tests.
- Runtime: RuntimeTradeState, the third sibling J-owner (fellowship/
allegiance shape): session-scoped, clears at generation reset (new
stage Trade=14), staged teardown stage 11 (Identity/EntityObjects
shift 12/13, TeardownStageCount 14 - the FA2-era per-stage-flag test
caught the mapping exactly as designed), combined ownership ledger,
event routing with ACE's wrong-initiator RegisterTrade landmine
honored (partner = whichever guid is not mine). 7 conformance tests.
- App: SecureTradeUiController binds the dedicated authored LayoutDesc
0x2100000D (root 0x1000007A - gmSecureTradeUI::PostInit's exact ids):
partner name/status/count/grid, the authored 'Trade' accept toggle
(accept <-> decline withdraw), 'Clear All' (ACE clears BOTH sides -
surfaced honestly), the X close, drop-on-your-grid staging, per-mode
accept cues (partner icon's authored Highlight state + Trade button
Selected latch). Mounted via the vendor recipe (nine-slice chrome,
hidden until RegisterTrade). ItemInteractionController's two policy
arms now raise SecureTradeRequested instead of the stub toast; the
drag path queues the dragged item until the window registers
(ClientTradeSystem::AttemptToTradeItem @0x0056DF80's shape).
Register: AD-94 (accept-echo zero-count lists), AD-95 (numeric-only
count texts pending template verification).
Suites: App 4,990/3, Core.Net 905, Runtime 1,626 - all green. The
panel itself is user-gate acceptance (two-client connected trade), the
#372-class lesson: fixture-green alone is not acceptance for a mount.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
machine + UiText per-state string swap (user retail gate)
The state side already worked (FriendsState replaces the full entry and
bumps Revision on 0x0021 OnlineStatus updates; the parser reads full
FriendData for every update type). The UI side had two gaps, exposed by
the installed-DAT row-template probe (template layout 0x2100005D root
0x10000519):
- The row authors TWO cells: the LEFT name text 0x1000051A whose
Online (0x10000054) / Offline (0x10000055) PassToChildren states
cascade into the RIGHT status grandchild 0x1000051F, which authors
per-state 'Online'/'Offline' strings AND per-state colors (retail's
green Online). The controller's FindDeepest binding wrote the NAME
into the STATUS cell (the deepest text IS the status grandchild) and
never flipped the state machine - so the status column never showed
or updated anything.
- UiText had no per-state authored-string swap: ApplyDatState switched
sprite + color per state but never the 0x17 string. Ported now
(second consumer of the mechanism after the powerbar caption):
DatWidgetFactory pre-resolves each state's authored string;
TrySetRetailState swaps the line, colored by the SAME state's
authored 0x1B.
SocialFriendsPageController now binds the name to its own cell and
flips the authored Online/Offline state per friend on every
Revision-driven rebuild - the cascade renders the status cell exactly
as retail's gmFriendsUI does, green Online included.
App suite 4,989/3 skips (new per-state swap conformance test).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
gate; the DAT authors it)
The raw-property probe settles it exactly as the user reported: the
powerbar caption's mode STATES author their OWN justification (0x14
Enum=0x3 = Right on JumpMode/MeleeMode/MissileMode) while the element
default stays centered. ElementInfo.HJustify only ever read the
effective DEFAULT state, so the earlier "authored Center" conclusion
measured the wrong state.
The meter's absorbed state-label entry now carries the state's own
authored alignment (state 0x14 wins, element-level HJustify as the
fallback, ElementReader's same enum mapping), and the caption draw
aligns accordingly - 'Height' sits at the bar's right edge, retail's
placement. Live vitals labels keep their centered draw.
App suite 4,987/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail authors ONE caption element per bar with per-mode state strings,
switched by a PassToChildren state cascade (gmPowerbarUI::
RecvNotice_BeginPowerbar @0x004DA730 sets 0x10000042 Jump / 0x10000043
Melee / 0x10000044 Missile / 0x10000045 DDD; installed-DAT probe
confirmed every string + PassToChildren flag).
- Jump bar (user gate): the floaty powerbar's caption child (0x10000035:
JumpMode 'Height', authored HJustify=Center over the bar) was dropped
by UiMeter's child absorption. The stateful-fill meter build now
absorbs it into per-state labels; TrySetRetailState latches the
caption and OnDraw shows it when no live Label provider is bound.
JumpPowerbarController's existing JumpMode flip now surfaces 'Height'
with zero controller changes. The mount gained the string resolver the
Build call never passed.
- Combat bar (user gate): label 0x10000052 authors 'MeleeCombat' ->
'Power' and 'MissileCombat' -> 'Accuracy'; the controller latched the
MELEE string once at bind. CombatUiLabels now resolves both authored
strings and OnCombatModeChanged sets the mode's string - switching
live when swapping melee <-> missile weapons in combat. Also fixed
the mode-state flip target: the states live on the BASIC PANEL
(0x1000005C, PassToChildren), not the layout root (Hide/ShowDetail
only) - the old _root flip was a silent no-op.
New env-gated ACDREAM_PROBE_POWERBAR layout probe (kept, house
pattern). App suite 4,987/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
move-cursor border band
- Empty-state text (round 3): the literal-\n split was correct but each
authored LINE rendered as one clipped run. Retail word-wraps each
authored line within the element extent (its GlyphList draw - the
same wrap RetailConfirmationDialogView already uses). Multiline
authored text now wraps through UiText.WrapWords against the widget's
LIVE width/font/color (cached per width+font+color, re-read per call).
Single-line authored labels keep their one-run shape - re-wrapping
every label is a client-wide change no gate asked for.
- Move cursor (round 3): "the frame won the hit-test" is not a border
test - windows whose interior is not fully covered by children (the
inventory panel's empty regions) resolve those pixels to the frame
too. The border is now a geometric 8 px band along the window's outer
edge, AND the frame must win the hit-test so border-adjacent content
keeps its own cursor. Resize-edge claim still takes precedence;
whole-surface dragging unchanged.
App suite 4,984/3 skips (new BuildText_MultilineAuthored wrap test).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
refused-drop yellow notice
Item 4 (confirmation dialogs missing text + names): the missing retail
mechanism was StringTable template substitution - an entry is N+1 literal
fragments interleaved with N named variables, composed by
StringTable::GetString @0x004300D0 (no-metalanguage branch @0x004303B7).
ACE sends the bare player name for types 1/4; retail's OWN CLIENT wraps
it. Ported as DatStringResolver.ResolveTemplate (PLAYER hash 0x05506DA2,
the exact compute_str_hash space; Chorizite stores the variable hashes
directly):
- Server-driven type 4 -> ID_Fellowship_FellowshipRequest, type 1 ->
ID_Allegiance_AcceptSwearConfirmation, injected into
GameplayConfirmationController; null resolve falls back to the bare
wire message, never invented English. The 2/3/5/6 " Continue?" family
never consults the composer.
- Local Swear/Break/Kick: the bind-time fragment-0 latch (which showed
the dangling "Do you wish to swear to ") is replaced by click-time
ResolveTemplate with the target's name.
All five templates verified token-free in the installed DAT - this is
NOT a StringTableMetaLanguage port (AD-81's engine caveat stands).
Item 5 (refused drop shows nothing; retail shows yellow top-center
text): the prevRequest latch was ALREADY ported (InventoryTransactionState);
what was missing was the consumer. InventoryTransactionState now raises
RequestFailed(request, weenieError) when a 0x00A0 clears the latch;
ItemInteractionController composes ServerSaysAttemptFailed @0x0058EAE0's
"The <item> can't be <verb>" (verb table + suffix map ported verbatim in
Core's InventoryFailureMessages, NAME_PLURAL for merge/split) and routes
it as LogTextType 0x1A ClientLocal -> the SpewBox, retail's yellow
top-center line. The dispatcher's second leg (@0x0055B342) also runs:
outside the 7-code exclusion set, WeenieErrorMessages resolves per-code
text/destination; 0x426 AttunedItem has no row in either place beyond
the verb line - faithful single-line output.
Register: AD-85 narrowed to its numeric-field item, AD-81 amended (the
token-free interleave is now ported; meta-token engine + FormatName
remain), AD-93 filed (wire-guid-match vs retail's latched-guid
preference; no Move/Wield latch kinds).
Tests: +2 InventoryTransactionState failure-latch, +5 ResolveTemplate
(constructed StringTable fixtures), +1 composer injection, +1 end-to-end
refused-drop line. Core 4,697/1 skip, App 4,983/3 skips.
Research: docs/research/2026-08-13-confirm-and-weenie-error-display.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
empty state, retail amber row selection
- Move cursor (user-directed, ALL windows): HoverWindowMove now
advertises only where the window frame element itself wins the
hit-test - its border pixels; interior points resolve to content
children. Matches retail's Dragbar-chrome-only move cursor.
Whole-surface dragging still works, it just does not advertise.
- Empty-state text (round 2): the DAT stores the LITERAL two-character
escape backslash-n (probe-verified - the dump printed the escape, not
line breaks), so the round-1 newline split never matched. Escapes are
normalized before splitting in DatWidgetFactory authored text.
- Selected fellow amber (user: "check retail"): probe-verified - the
row name band 0x10000282 AUTHORS the retail selected-row art
(DirectState 0x06001450 + Highlight 0x06001451, the amber). Selection
flips the band's ActiveState to Highlight; no invented tint.
App suite 4,976/3 skips. Confirmation-text + refused-drop-notification
research (the round's items 4-5) lands as part 2.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One user-ordered batch across the FA social panel + world selection.
Every root cause was probe-proven before the fix (new
ProbeSocialClickRouting in SocialPanelLiveMountProbeTests - production
window mount + real UiRoot hit-tests + a synthetic click):
1. STUCK CHECKBOXES (fellowship x4, allegiance x1, "always checked /
can't change any options"): the authored checkboxes carry DAT
ToggleBehavior, so UiButton SELF-FLIPS Selected at MouseUp - the old
handlers read the flipped value and wrote the ORIGINAL back, snapping
every click to where it started (the probe recorded (id, oldValue)).
Fix: SuppressSelfToggle (the CH6a/b mirror discipline) + derive the
next value from the STORE; the per-tick seeding mirrors it back.
2. UNCLICKABLE ROSTER ROWS ("only get the move window cursor"): the row
name text is display-text ClickThrough=true, which the hit-test walk
skips regardless of HandlesClick - the wired OnClick was unreachable.
Fix: UiText.OnClick assignment now clears ClickThrough (central,
documented); the stats text gains the same select handler so most of
the row's width selects the fellow.
3. TRUNCATED EMPTY-STATE ("You do not belong... To create MISSING"):
the authored string resolves COMPLETE (three sentences) but embedded
'\n's rendered as one clipped line. DatWidgetFactory now splits
authored strings into one Line per newline, with the provider still
re-reading DefaultColor live (the state-color contract - caught by
BuildText_AuthoredLineTracksStateFontColor).
4. FELLOW NAMES WHITE (user-directed): the AD-82 invented leader-gold +
selection-blue tints are deleted; names always white (register row
narrowed).
5. ALLEGIANCE HEADER LABELS: bare "0"/"0" -> "Followers: N" / "Rank: [N]"
(user-specified format; the full retail StringInfo composition stays
AD-85's gap), monarch block matching.
6. FRIENDS/SQUELCH LIVE (AD-79 mostly retired): Add friend (name box ->
0x0018, retail clears the box - Request_AddFriend @0x0048D240),
Remove (row-click selection -> 0x0017), Appear Offline (CharacterOption
0x27 via the immediate 0x0005 auto-save, ACE pushes FriendStatusChanged
to your friend-of list), Squelch Character/Account add-by-name
(0x0058 guid0/type AllChannels + 0x0059) and Remove for the selected
row. The wire beneath (builders, WorldSession sends, Runtime commands,
parsers) existed end-to-end since J4.1/FA1 - this is panel wiring only
(docs/research/2026-08-13-social-wire-completion.md, committed here).
Send Tell stays inert (not in the order; AD-79's remainder).
7. WORLD SELF-SELECTION ("clicking my own char should select myself"):
retail has NO self-exclusion (CPhysicsPart::Draw @0x0050D823 arms
every physobj; RecvNotice_SmartBoxObjectFound @0x004E5BAE selects
unconditionally) - the includeSelf gate was an unregistered
divergence, now removed on both the left-click and right-click paths.
Element roles were probe-measured, never guessed (Add 0x10000514 /
Remove 0x10000515 / Send Tell 0x10000516 / Appear Offline 0x1000052C /
name field 0x1000051B; Squelch: field 0x10000540, Remove 0x10000547,
Squelch Character 0x1000054B, Squelch Account 0x1000054C).
Register: AD-79 mostly retired, AD-82 narrowed. Known remainder, filed
not hidden: the fellowship page's authored 600px content vs the 362px
viewport leaves Dismiss/Assign-Leader below the fold until the window is
resized taller (probe-measured; candidate follow-up).
Tests: Checkbox_Click fact rewritten to the mirror contract (both
directions), monarch-followers label updated, includeSelf expectation
updated, probe extended (click routing, synthetic click, action-widget
role dump). App suite 4,976/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User-directed (2026-08-13): "we should only support modern resolutions.
Not any old format." New DisplayModeCatalog enumerates the window's
monitor (Silk IMonitor.GetAllVideoModes) once at GameWindow load and
curates via a pure, tested rule: modern widescreen families only
(16:9/16:10/21:9/32:9 within 2.5%), at least 1280 wide, must fit the
desktop (an impossible windowed pick is not offered - the measured
3840x2160-on-2560x1440 silent clamp class), desktop mode always
included, refresh-rate duplicates collapsed, ascending order.
The Config Resolution row consumes the catalog through two new optional
Bind parameters; its Defaults value becomes the desktop's own mode.
Fixture/headless callers keep the static preset ladder, which now drops
800x600 and is pinned by test to pass the same curation rule (the OP6 S4
"default must be re-selectable" invariant holds on both paths).
Deliberate retail deviation, register row IA-22: retail listed the
adapter's complete enumeration including 4:3 legacy modes and authored
800x600 as the Config default (gmConfigUI::InitOptions
SetDefaultValue(0x03200258); gmClient::Init @0x004047af). The catalog is
also the designated fullscreen mode-switch validation source for
#376/#388 - an offered mode is supported by construction.
Tests: DisplayModeCatalogTests (8 - filter/clamp/dedupe/sort/ultrawide/
desktop-inclusion/fallback-consistency); ConfigOptionsPageControllerTests
row-12 default updated. App suite 4,961/3 skips; UI.Abstractions 916.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User gate report (Campaign OP happy-testing round, 2026-08-13): every
Config-tab dropdown drew its text gold + left-aligned and its popup a
fixed 6 rows regardless of item count. All three were unmeasured styling
divergences — the authored data (new probe menuprobe3, live DAT) says:
- button label child 0x10000355: fontColor white, hJustify=Center
- row template 0x1000035A: fontColor white, hJustify=Center
- popup ListBox 0x10000358: edge-docked L=T=R=B=1, the authored condition
arming retail UIElement_Menu::RecalculatePopupSize @0x0046caf0 —
popup resizes to the ListBox's summed content height, uncapped
(0x0046e5f4..0046e66c via ResizeScrollableArea's 0x32 broadcast)
UiMenu gains three opt-in properties (ButtonTextCentered,
ItemTextCentered, PopupSizeToContent) plus retail Open @0x0046cc42's
empty-list gate; chat + vendor keep the class defaults, so their shipped
behavior is untouched. ConfigOptionsPageController.ApplyMenuChrome wires
all four corrections for the 8 Config menus with the probe citation.
The same probe found vendor's authored popup ListBox is ALSO docked while
our vendor dropdown ships G5's fixed 6-row window — filed as #386 +
register row AD-88 (UNCLEAR: the G5 retail screenshot and the decomp
mechanism conflict) instead of silently reworking a user-gated surface.
The "resolution change resizes the window" observation from the same
report is #374's designed windowed-mode behavior (display-mode switching
is #376/#377) — no change.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>