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 CC3 narrow re-review returned CLOSED (both lenses PASS, merge
recommended) with residual R1: the post-create wire-slot assignment read
the cached wire CharacterList count, which ACE never refreshes after a
create — correct for the first create, off by one for a second create in
the same session (reachable via create Ok -> server-rejected guid enter
-> ReturnToSelection -> create again), the same wire-contract failure
class F2 fixed. Root fix now rather than carried: a
creates-since-CharacterList counter (the equivalent of retail's own
CharacterSet growing via AddIdentity per create), reset on every fresh
wire CharacterList apply and at generation reset, applied only to the
cached-wire branch since the display-roster fallback already contains
prior appends. Regression test drives the full
create->Ok->rejected-enter->create-again flow and pins wire slots
0/1/2/3.
Docs: CC3 ledger row flipped to REVIEW-CLOSED with real shas (re-review
R2); CC7 risk item 8 downgraded to LATENT with measured installed-DAT
data (user-prompted): every heritage's single cost override is Arcane
Lore at NormalCost=0/PrimaryCost=2 vs global 4/6, so ACE's over-deduction
(= NormalCost = 0) cannot fire with end-of-retail data — the earlier
"may be rejected" claim was inferred from code without measuring.
Runtime 1707/0 Release.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Opus dual-lens review of CC3's RuntimeCharacterCreationState passed on
retail fidelity but failed the controller integration: the post-create
log-straight-in indexed the CACHED wire CharacterList, which ACE never
resends after a create (it only appends server-side and replies Ok) —
with zero pre-existing characters this throws, with N it can silently
enter the WRONG character. The same stale-index problem corrupted every
pre-existing character's delete slot on roster re-sort. Fixes all four
blocking findings plus a credit-gate correctness bug (retail warns and
lets the user confirm through unspent credits; it does not force a full
spend) and eight lower-severity findings from the same review round.
F1 (blocking): WorldSession gained a guid-based EnterWorld(uint,string,
TimeSpan?) overload sharing EnterWorldCore with the index-based one;
ILiveSessionOperations gained a default EnterWorldByGuid method.
LiveSessionController factored EnterSelectedCore/the new
EnterCreatedCharacterCore through a shared EnterHighlightedCore so the
post-create enter sends by the exact guid the 0xF643 Ok reply carried,
never by a roster index.
F2 (blocking): RuntimeCharacterSelectionState gained a real
AppendCreatedCharacter primitive that preserves every existing entry's
ActiveIndex (a wire contract — SendDeleteCharacter sends it as the
CharacterSet slot) and assigns the new entry's from the pre-create wire
roster count, instead of round-tripping the post-create roster through
ApplyRoster's name-sort-and-renumber.
F3 (blocking): retail's DoFinish(this, arg2) gate is
"arg2 != 0 && remainingAtrbCredits > 0" — the ordinary click warns and
refuses, but the warning dialog's own confirm re-invokes DoFinish(this,
0), which sends anyway with credits unspent (ACE accepts this).
TryBeginFinish/Finish gained a confirmedUnspentCredits parameter; the
plan doc's "retail FORCES full spend" line is corrected in the same
commit.
F4 (blocking): a stale out-of-range template index surviving a heritage
switch to a heritage with fewer templates now clears to TemplateUnset,
matching ConstrainAllByHeritage's clamp.
F5/F9/F10: three register-row/doc citation corrections (AP-207's real
FitTemplateToCharacter call sites — a fourth one the original filing
also missed; the Slot field's real retail assignment source; AP-209's
classID branch table for Olthoi/OlthoiAcid). F6: ApplyCreationResponse
no longer publishes from inside the owner lock. F7: two new tests pin
BalanceAttributes' persistent donor cursor (successive-overspend
advance, Self-to-Strength wrap). F8: ResetSkillLevels' doc corrected to
retail's real both-costs->=0 gate. F11: the integration test fixture
captures guid-based enter calls and uses two pre-existing characters
whose wire order differs from alphabetical order, so the roster
assertion actually exercises F2 instead of coinciding with it by
accident. F12: filed register row AP-211 for the client-side RosterFull
slot-cap refusal (no retail DoFinish-layer counterpart). F13: narrowed
Finish's bare catch to InvalidOperationException/SocketException and
bound _scope to a local. F15: RandomizeStartAreaLocked leaves the start
area unchanged on an empty list instead of forcing -1, matching retail.
Runtime 1706/0 (was 1701), Core.Net unchanged at 994/0, full solution
Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports retail's CharGenState as the one Runtime-owned character-creation
state machine, mirroring RuntimeCharacterSelectionState's exact pattern
(snapshot/delta/event-stream, borrow-only view, generation-gated
commands, one mutable owner, no App types). Every command ports a named
retail function: SetHeritageGroup, SetGender, SetTemplate/ApplyTemplate
(Custom = template 0, Olthoi force-lock), the six attribute setters plus
GetAbsRemainingCredits/BalanceAttributes (retail's literal round-robin
order and fairness cursor), SetSkillLevel plus ResetSkillLevels' free-skill
baseline (reusing CC1's ChargenSkillCreditMath two-tier cost lookup
verbatim), RandomizeStartArea, and DoFinish's complete gate sequence
(empty name / unspent attribute credits / already-Pending / client-side
roster-vs-slotCount cap).
LiveSessionController gained a sibling IRuntimeCharacterCreationCommands
implementation, a CreateCharacter wire hook, and a response handler that
reuses existing machinery rather than inventing new paths: the Ok
identity is appended to the roster via RuntimeCharacterSelectionState's
own ApplyRoster, and the "log straight in" behavior reuses the private
EnterSelectedCore. ILiveSessionLifecycleHost gained two default-no-op
hooks (ApplyCharacterCreated/ApplyCreationFailed) so AcDream.App needs
zero changes to keep compiling; wiring them to the status stream is a
CC4 follow-up.
Filed four divergence-register rows for the corners deliberately not
ported: the FPU-unrecoverable FitTemplateToCharacter auto-detect (AP-207,
ACE only reads the field for title text), the per-style color-count
approximation (AP-208, CC1's model has no per-style palette data), the
classID DAT-DID placeholder (AP-209, ACE ignores the field), and
ApplyTemplate's atomic-vs-sequential attribute apply (AP-210).
34 new tests: full state-machine coverage (every Finish gate, every
rejection-code mapping, duplicate-NameInUse tolerance, Olthoi lock,
attribute balance/lock interaction, uncostable-skill rejection) plus a
LiveSessionController integration suite proving the wire send is exactly
55 skill slots (decoded from a real WorldSession + GameMessageCapture)
and the full Ok/rejection round trip through WorldSession.ProcessDatagram.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>