Three fixes from the first connected round.
The location readout is authored EDITABLE (0x16), so it builds as a UiField —
not the UiText its "00.0S, 00.0W" placeholder suggests. The controller resolved
it as text, got null, and threw every write away in silence: Record reached the
model and reached the FILE, and never reached the screen. That is exactly what
was reported, and it is a whole class of bug, so the sweep that found it is now
a test over every element all three controllers bind.
The handlers mutated the model and left redrawing to the next frame's Tick.
Retail's ListenToElementMessage @0x004968D0 ends every one of them in Update()
instead — at the moment of the click. The deferred version happened to work in
the client and made the behaviour untestable and a frame late; the notes-page
tests I had not written until now fail against it.
Abandon is wired. "Retail's abandon path is a contract-registry command we have
not ported" was wrong — it is game action 0x0316 with a single contract id, and
ACE replies with the 0x0315 delete QT3 already handles. Nothing is removed
locally, so a refusal leaves the quest visibly intact rather than vanishing it
optimistically and having it reappear on the next full table.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both opcodes have been named in GameEventType since the wire-catalog work with
nothing behind them, so every contract the server has ever sent us arrived and
was discarded.
Three details that a reimplementation from the enum alone would get wrong, and
each has a test:
The two trailing flags on 0x0315 are widened bools, not bytes, and they sit
OUTSIDE the struct writer — ACE's ContractTracker.Write has them commented out
precisely because the event appends them itself. Reading them as bytes decodes
the delete flag from the wrong four bytes and silently drops contracts.
The stage is not a dense enum. Retail encodes N completed steps as
ProgressCounter + N, so a switch over the four named values sees stage 9 as
unknown and shows nothing. Progress/HasProgressCounter do that arithmetic once
here rather than leaving every caller to remember it.
The countdown anchor is not on the wire. FillProgressString @0x00498DE0 counts
down from CContractTracker::_time_of_server_update, which the server never
sends — so arrival has to be stamped at parse time or the repeat timer has
nothing to tick against.
An empty table is a valid answer rather than a decode failure: it is how the
server says "you have no contracts", and confusing the two would leave stale
quests on screen permanently. A truncated one is rejected outright instead of
decoding to its prefix, which would drop quests just as silently.
Campaign QT slice 1 of 6.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>