The exit-world confirmation (ID_Client_EndCharacterSessionConfirm, table
0x23000001 key 0x0EB1C41D) rendered its literal two-character "\n" escapes
because escape decoding lived in individual consumers — Batch E centralized
it for authored captions only (DatWidgetFactory.ResolveAuthoredString), and
each new string surface had to remember its own copy. The installed DAT
carries the escape in 4,365 of 7,050 strings; per-consumer normalization
was structurally guaranteed to keep leaking.
Retail's placement is the SOURCE, not the widget: every public StringInfo
resolution ends in StringTableMetaLanguage::UnescapeString @ 0x0067BDC0
(StringInfo::InqString @ 0x0042E490, GetLiteralValue @ 0x0042CA50), the
write side escapes (SetLiteralValue @ 0x0042C980; AddVariable_String
@ 0x0042E6C0 for template variables), and widgets receive decoded text.
Ported exactly:
- NEW RetailStringEscapes: UnescapeString/EscapeString + the
GetUnEscapedChar @ 0x0067B750 / GetEscapedChar @ 0x0067B6C0 tables
(\n \t \r \q + the ten metalanguage self-escapes []!{}#\|^$,
byte-verified against the PDB-paired 2013 binary at 0x3FE178;
unrecognized pairs stay verbatim).
- DatStringResolver.Resolve/ResolveAll unescape at the source;
ResolveTemplate escapes each variable on insert and unescapes the
composed whole — retail's round trip, so variable content (player
names) can never be corrupted by the final decode.
- RETIRED the consumer copies (double paths would corrupt an authored
"\n" into a line break): DatWidgetFactory.NormalizeEscapes + BuildText's
inline replace, RetailUiRuntime.NormalizeRetailNewlines + the
OpenCaptureInstructions inline replace, DatRichText.Compose's replace,
IndicatorDetailText.Shape's replace. ItemAppraisalTextLayout's replace
stays — WIRE-domain (server strings never pass the DAT source; retail's
ItemExamineUI::AddItemInfo @ 0x004AC050 appends wire text verbatim), now
documented as such.
- Consumer CR-strips retired with them: the installed DATs contain ZERO
real CR characters (sweep-measured) and UiText.WrapWords already drops
strays.
Tests: RetailStringEscapes conformance (escape set, unknown pairs,
round trip), DatStringResolver source-decode pins (including the exact
user-reported exit-world text shape and a backslash-carrying variable),
the installed-DAT escape sweep (7,050 strings; every resolution must equal
the retail unescape of the raw entry; inventory printed), and the existing
caption/rich-text/live-DAT pins relocated to the source contract.
App 5550/3 (live-DAT), Runtime 1747/0, complete Release solution green
across all suites.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Applies docs/research/2026-08-10-ch6ab-review-findings.md in full:
- BLOCKER 1: UiResizeGrip now carries its ElementInfo/resolve pair and
draws its own authored DirectState media (a synthetic parameterless
grip still draws nothing, preserving existing resize-drag tests).
DatWidgetFactory.BuildResizeGrip threads resolve through. All seven
live grips on the main chat window now resolve a non-zero sprite,
restoring the visible borders/corners CH6a silently dropped.
- SHOULD-FIX 2: ChatWindowState gains BroadcastTargetWindow, a sentinel
distinct from every real window id (0-4), fixing the bug where the
main window's explicit-addressing branch coincided with the broadcast
check (both were literal 0). SetFilter's main-window no-op is dropped
— the main window's filter is now genuinely settable. ChatWindowController
.Bind takes a ChatWindowState (the same canonical instance the floating
windows already share) and GetTranscriptLines builds a real accept
predicate instead of accept:null. Verified safe: ClientLocal (0x1A)
never reaches ChatLog (AddText routes it to the SpewBox and returns),
so nothing observable regresses.
- SHOULD-FIX 3: UiButton.SuppressSelfToggle stops the four chat-window
indicator buttons (DAT property 0x0B=true, no retail click handler)
from flipping their own Selected mirror on a stray click.
- SHOULD-FIX 4: generated and committed chat_floaty_2100005b.json from
the real installed dats; added the permanent RetailLayoutFixtureGenerator
entry. All three flagged FloatingChatWindowController assumptions
(input field, title bar, close button) are confirmed correct against
real data — no controller code changes needed. New finding: unlike the
main window, ALL EIGHT floaty border/corner elements are live Type-9
grips (the floaty's own title bar is its move handle), so a floaty
window resizes from every edge and corner.
- SHOULD-FIX 5: register row AP-189 documents the shared-500-entry/
200-line-tail vs retail's per-window 10,000-line scrollback depth gap.
- NITs 1-5: documented the filter-persistence-only-on-/saveautoui
asymmetry and the reconnect-preserves-filters intent; corrected the
research doc's modifier-mask mislabel and the "ONLY function" false
superlative; moved WrapText off ChatWindowController onto
ChatTranscriptRenderer, closing the circular dependency.
Full Release suite: 12,420 passed / 4 skipped / 0 failed (baseline
12,392/4/0 at 22020ef2; net +28 tests, zero regressions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag.
Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110.
Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending.
Co-authored-by: OpenAI Codex <codex@openai.com>