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>
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>
Consolidated fix round for the two OP3 dual-lens reviews
(docs/research/2026-08-11-op3-review-{mechanism,blast}.md), both
APPROVE-WITH-FIXES.
MUST-FIX:
- The six "Use Mouse Turning Settings" chat lines were typed
RetailLogTextType.ClientLocal (0x1A); retail types them 0x07 (Magic).
BYTE-VERIFIED against the PDB-paired binary at all six
gmConfigUI::SetMouseTurningDefaults call sites (0x0049E972/E9E2/EA52/
EAA4/EAF6/EB48): every site pushes `6a 07` (type=7) immediately before
the text-pointer push and the AddTextToScroll call. Added a dedicated
OptionsRuntimeBindings.DisplayMouseTurningMacroLine seam routed at
Magic (scrolling chat transcript, light blue, timestamped) instead of
the 4-slot SpewBox ClientLocal uses; the mid-air refusal and UA/RA
keep ClientLocal (both independently confirmed correct).
- Filed AD-77: the client-wide floating-only gmPanelUI host divergence
(retail also exposes a docked 0x21000017 host) the plan §5 delegated
to this review, scoped to every main panel, not just Options.
SHOULD-FIX:
- gmGameplayOptionsUI is not an OptionPage in retail (acclient.h:55857,
UIElement_Field). OptionsPanelController now constructs the Gameplay
slot's OptionPage with AfterApply deliberately null, so entering/
leaving that tab never publishes SaveCharacterOptionsRuntimeCmd.
Corrected OptionPageModel's doc comment and rewrote the two tests
that pinned the wrong (Gameplay-flushes) shape.
- Added the OptionPage.OnOptionChanged seam (PlayerOptionPage::
OnOptionChanged @0x004F27D0) — fires as the last step of Apply/
Reset/Defaults, plus once per live LED edit via a new
IOptionRow.AttachPageNotify hook (BoolOptionRow wires it into
SetCurrentValue only, matching retail's Apply(1)-only
HandleDialogAndNotices path). OP4-6 will bind Apply/Reset enable
state to this.
- Exit to Character Selection's mid-air refusal is now tri-state
(Func<bool?> IsGrounded): retail's UseTime only reaches the airborne
test inside `else if (smartbox->player)`, so outside player mode (or
with no live controller) the button is a SILENT no-op, not a
refusal. Fixed the inverted comment at both call sites.
- Options panel geometry now matches its nine gmPanelUI siblings
sharing RetailPanelUiController's one main-panel rectangle
(ResizeX=false, bottom-edge-only resize, no invented Min/MaxWidth/
Height) instead of being the only all-four-edge/horizontal-resize
outlier whose width silently reverted whenever a sibling was shown.
- Added the three missing test pins: Options/Character mutual
exclusion through a REAL RetailPanelUiController registration,
RetailDialogFactory.MakeConfirmation's omitted-queueKey overload
sharing DefaultQueueKey, and UiTabPanel.ActivePageChanged never
firing on a dormant (non-activated) host.
- TS-74's What/Where now names the five store-only CameraTurning
preferences explicitly instead of only mentioning them in Risk.
- Test script gains the toolbar-button ghosted->enabled+highlight
check, UseMouseTurning-survives-relogin and the five prefs-survive-
relaunch steps, a UA/RA legibility eye-item, and the corrected
bottom-edge-only geometry description for step 5.
One-liners fixed in files already touched: symmetric close-button
resolve-failure logging in OptionsPanelController.Bind (blast NOTE 8).
Full Release suite: 12,947 passed / 4 skipped / 0 failed (baseline
12,935/4/0 post-OP7 — 12 net new tests; the two OptionPageModelTests
"wrong-shape" tests were renamed/rewritten in place, not removed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Should-fix 1: RetailDialogFactory.CloseDialog's queued branch removed the
active DialogInfo, ran DialogDone (whose callback can synchronously open a
new dialog under the SAME queue key — the two-stage house-abandon
confirmation does exactly this), then called OpenNextDialog, which did an
unconditional Dictionary.Add on a key the reentrant dialog had already
re-occupied. Retail's HashTable::add tolerates the duplicate; Dictionary
throws. OpenNextDialog now returns early when the queue key is already
active — the reentrant dialog's own eventual close drains the queue.
Should-fix 2: @join/@leave wrote the local RuntimeCharacterOptionsState bit
before sending, but the Settings Chat toggles reached a second binding
(SendSingleCharacterOption) that only sent the wire message, leaving the
Turbine membership gate stale until the next PlayerDescription.
LiveSessionRuntimeFactory.CreateCommandBindings now has one shared local
function for both entrances.
Should-fix 3: corrected TS-68/#360 wording again — retail's DoAllegiance
dispatcher table EXECUTES boot/ban/officer/title/motd/name/lock/house/
chat/broadcast locally through their own handlers; acdream shows the
unrecognized-subcommand refusal for all nine pending the #360 port. What
matches retail is the ownership rule (the verb never reaches
DoChannelCommand/the server), not the subcommand behavior itself. Removed
the inaccurate "matching retail, not merely harmless" / "now matches
this" claims from both the register row and the issue.
Nits: corrected the HouseAbandonDialogCallback_First citation (0x00580E1A
is DoHouse's load site for the callback pointer, not the function entry —
the entry is 0x00580240, with the stage-2 confirmation string built at
0x005802D8) in both ClientCommandController.cs and the mirrored test
comment; added an InlineData case pinning "@clist allegiance" to
RequestChannelList(0x02000000); converted RetailClientCommandCatalog.
KnownVerbs from a plain array to a FrozenSet<string> with
StringComparer.OrdinalIgnoreCase, matching the file's other lookup tables.
Suite: 12,221 passed / 4 skipped / 0 failed (Release), up from CH4's
12,216/4/0 — net +5 tests, no removals.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.
Co-Authored-By: Codex <codex@openai.com>