495 commits
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f1d502072e |
fix(ui): OP8 round-2 residuals — inert-row conflict exclusion, DAT-default display, injectivity pin
R1 (code half): store-only rows (MappedAction null) are excluded from the conflict universe — they never reach the InputDispatcher, so a chord they display cannot collide; counting them made the ten Camera Alternate arrow-key defaults trip a false N-way confirm on any arrow rebind. Mapped cross-context sharing (retail's ConflictingMaps — the combat cluster) remains deferred as ISSUES #373 with the OP8 gate script now carrying the explicit do-not-file warning. SHOULD: unmapped rows with no persisted chords display their DAT defaults (retail shows the arrow keys; blank read as 'unbound') — display-only, the store is untouched until the row itself is edited; the independence test updated to pin the new display semantics while keeping its storage-isolation asserts. Injectivity of RetailActionIdentityTable is now test-enforced (load-bearing for both M1's per-row activation capture and M2's de-alias). R2: AP-203 addendum names the ten same-verb-sibling-live rows and the conflict exclusion. Full Release suite in this worktree: 13,155 passed / 4 skips / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b1968ce980 |
fix(ui): OP8 rework — activation/scope preservation, camera-row de-alias, conflict-confirm dialog
Fixes the three MUST-FIX findings from the 2026-08-11 combined dual-lens
review of commit
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b4edee970f |
feat(ui): Campaign OP slice OP8 — Configure Keyboard
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc 0x21000009) — its own separate full-screen window, not a fifth Options- panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure Keyboard button (0x10000204). DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the ActionMap singleton (DID 0x26000000, empirically the only one — not 0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002 "DefaultMap"), union-merged per (InputMapId, ActionId) — proven order- independent since the two maps' one shared context (0x5) has disjoint action-id sets. Empirically resolved three lane-D unknowns against the live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI, 4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that the six unnamed InputMaps are 100% non-bindable (render nothing, not an unlabeled group), and that the enum-to-DID pairing for the two master maps is inconsequential to the merge result. Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs): maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/ Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87 Emotes and none of 48 CharacterSettings hotkeys, since acdream has no general emote player or hotkey-to-option-toggle dispatcher yet). Every entry cross-verified by label match AND a DAT-default-vs- KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests), which caught a real off-by-one in the Quickslot 13-18 block before it shipped and found three genuine pre-existing RetailDefaults() gaps (walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none introduced by this slice, all documented rather than silently patched. KeyboardConfigController: six ActionClass list boxes built from the DAT, merged with live KeyBindings for mapped rows (rebind applies immediately through the same InputDispatcher every other input path uses) and a new sibling RetailUnmappedKeyBindings store for rows with no InputAction yet. Left-click a key button opens real InputDispatcher modal capture; right-click erases that slot. N-way conflict detection scans every other row plus the live KeyBindings table for acdream-only actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal analogue, using retail's own byte-verified "Could not overwrite " string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow. Persistence is keybinds.json only (D4 — no .keymap file interchange). Five register rows: AP-202 (.keymap interchange narrowing), AP-203 (store-only rows with no live consumer), AP-204 (silent auto-reassign instead of retail's confirm dialog; OK/Cancel ported as left-click not right-click-release). Small supporting additions: UiButton.OnRightClick (additive, no existing behavior changed), InputDispatcher.Bindings getter (the screen's single live-truth read seam), RetailScanCodeMap (DIK scan code <-> Silk.NET Key, keyboard + the one mouse-device row). 19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/ label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller behavior tests against the committed keyboard_config_21000009.json fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed (baseline 13,128/4/0, zero regressions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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472525b99e |
fix(ui): OP6 rework — six range captions, un-invert Sound enabled flags, five font faces
Fixes all three MUST-FIX findings from the OP6 REJECT review (docs/research/2026-08-11-op6-review.md) plus its SHOULD-FIXes and NOTEs. M1 — the "retail ships zero range captions" claim was a Binary Ninja constant-folding artifact (the same class the header-string globals a few lines above already worked around). The six SetSliderLabel call sites byte-decode to reads of runtime-filled ID_Graphics_Value_* globals, not immediate zeros (PE-byte-verified against the PDB-paired acclient.exe, independently re-derived in this session, not just re-asserted from the review). ConfigOptionsPageController.BuildSliderRow gained optional rangeLowKey/rangeHighKey parameters wired for all six idx6 sliders (Camera Stiffness Soft/Hard, Adjustment Speed Slow/Fast, FOV Narrow/Wide, Screen Brightness Dark/Bright, Graphics Performance Speed/Detail, Degrade Distance Close/Far) via the same SetRangeLabel mechanism OP5's Chat opacity sliders already established. Mouse Look Sensitivity (idx3) correctly stays uncaptioned — the one genuine SetSliderLabel omission. Class doc corrected; gate-script lines 535/653-equivalent corrected in place. M2 — the three Sound "Disabled" toggles were semantically inverted: SoundManager::effect_sounds_enabled/ambient_sounds_enabled/ interface_sounds_enabled are all compiled = 1 in .data, and UserPreferences::RegisterPreference binds the checkbox's boolean value DIRECTLY onto those enabled-sense statics — checked-by-default means enabled-by-default, not disabled. AudioSettings.SfxDisabled/AmbientDisabled/ InterfaceDisabled renamed to SfxEnabled/AmbientEnabled/InterfaceEnabled (fresh JSON keys — the rejected slice's keys never shipped in an accepted build); RuntimeSettingsStartupTargets.ApplyAudio now computes effective volume through the extracted, independently-unit-tested pure function ComputeEffectiveCategoryVolumes (enabled ? slider : 0f). This closes the blast radius the review flagged: a missing key in an EXISTING settings.json now falls back to AudioSettings.Default, which is enabled=true, so a fresh launch is audible, not muted. AP-199's wording and gate-script step 6 corrected; the enshrined-inversion test rewritten to assert the correct default and a new SettingsStore test pins the legacy-file fallback path. M3 — UI_ChatFontFace now ships all five of retail's authored choices (Arial, CourierNew, PalatinoLinotype, Tahoma, TimesNewRoman — a fixed compile-time array at gmClient::InitUIPreferences, PE-byte-verified present verbatim in .rdata, not a per-machine runtime enumeration as the rejected slice's comment claimed). Default index 2 (PalatinoLinotype) now indexes a real entry. S1 — Bind() now emits the sixth trailing AddSeperator retail's own InitOptions ends with (0x0049E80D), matching retail's 39-item ListBox (6 headers + 6 separators + 27 option-widget-rows) instead of 38. S2 — Screen Brightness gets its own DisplaySettings.ScreenBrightness field ([-1,1], default 0) instead of overloading Gamma, which has a different unit system (default 1.0, legacy [0.5,2.0] slider) and its own live Settings-panel consumer. S3 — UiScrollbar and UiMenu gained a settable TooltipText surfaced through GetTooltipText (UiButton's existing pattern). Every slider and menu row's own interactive widget (not just toggle/trio rows) now carries retail's "<label>_Help" tooltip, verified as a universal suffix convention across every AttachPreference site touched by this tab. S4 — "800x600" added to DisplaySettings.AvailableResolutions: a genuine retail display mode (Device::ForceDisplayResolution(1,0x320,0x258) at startup) and the Config tab's own byte-verified Resolution row default, not an invented preset. Defaults now lands on a highlighted, re-selectable dropdown entry instead of an orphaned value. S5 — four new/extended tests: ComputeEffectiveCategoryVolumes gets a dedicated pure-function value assertion (Theory + a default-profile-is- audible Fact) in RuntimeSettingsControllerTests, closing the "only event order was asserted" gap that let M2 ship; a label/choice-key conformance table in ConfigOptionsPageControllerTests enumerates every key this tab queries (traced directly from the fixed code paths, not guessed) and fails on an invented OR a dropped key; a per-row DefaultValue pin asserts every row's default against the retail literal directly, independent of the underlying settings-record defaults; and the S1 separator fix gets its own 39-item stacked-ListBox count pin. NOTEs — AP-198's row count was always ten (its own enumeration never said nine); the commit-message inconsistency N1 flagged is reconciled in both the row and the section-summary line, and its Screen Brightness sub-clause now matches S2. N2: Bind() now reads the scrollbar id from UiTemplateListBox.ScrollbarElementId (dat property 0x72) instead of a hardcoded constant. N3 (batch Defaults writes) and N4 (AfterApply on Config-tab entry, needs no action) are left as recorded — out of this rework's scope per the review's own disposition. Full Release suite: 13,125 passed / 4 skipped / 0 failed (baseline 13,117/4/0 — net +8 tests added, 0 regressions, 0 removed). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6d0b0f9285 |
fix(ui): OP5 review fixes — thumb sync, batched opacity writes, cull register row, tests
Fixes the OP5 (Chat tab) dual-lens review findings against |
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f5ac1742ba |
feat(ui): Campaign OP slice OP6 — the Config tab
Binds the retail Options panel's Config tab (LayoutDesc 0x21000029, 27 authored rows across 6 sections) through OP2's template mechanism and OP3's per-page OptionPage model, matching the Character/Chat tab controllers' established pattern. The row table is transcribed directly from two decompiled sources — gmConfigUI::InitOptions @0x0049E400 (row order, widget shape, defaults) and gmClient::InitUIPreferences @0x004035b0 (the complete UIPreferences::AttachPreference registration: every label/tooltip key, every slider's real-unit range, every menu's enum choices) — which resolves the research docs' own "U4" unverified slider-caption pairing: retail ships ZERO range captions on this tab (every SetSliderLabel call passes literal string id 0). Consumer disposition: LIVE — Sound/Ambient volume-trio sliders and their toggle halves (AudioSettings.SfxDisabled/AmbientDisabled now gate the already-live engine write; RuntimeSettingsController.SaveAudio newly pushes into OpenAlAudioEngine on every change, not just at startup), Resolution/Full Screen (immediate window resize on save). NEXT-LAUNCH (pre-existing precedent): Sync To Refresh, Field of View. STORE-ONLY (register rows AP-198/199/200, TS-74 extended): Sound Features/Interface trio/Play-Only-When-Active, the nine Graphics/Rendering-Quality rows (Vulkan has no per-feature render knobs), Camera/Input's six rows and Use Mouse Turning (no persistent mouse-turning camera mode), Chat Font Face/Size (distinct new fields from the existing live ChatSettings.FontSize). AudioSettings/DisplaySettings/CameraTurningSettings/ChatSettings each gain new fields for their slice of the 27 rows, backed by SettingsStore round-trips. A real bug caught by testing: the scrollbar scope lookup used the standalone-layout root id (0x100001FF), which does not survive base-merge into the host-mounted tree — fixed to scope from the tab host's own page-slot id (0x10000213), matching Chat's established pattern for the same shared-scrollbar-id hazard (0x10000201, authored by both the Chat and Config ListBoxes). 30 new tests (27 authored rows register as 30 IOptionRow instances — the three toggle+slider trios each register two). Full Release suite: 13,107 passed / 4 skipped / 0 failed (was 13,083/4/0 — net +24, the one existing RuntimeSettingsControllerTests case updated for SaveAudio's new live-apply call, not a regression). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ac0304dcf0 |
fix(ui,runtime): OP4 re-review residuals R1-R4 (coordinator pass) — OP4 CLOSED
R1: the timestamp prefix moves from ChatLog.Append (which stamped the
stored BODY, rendering 'Alice says, "13:05:09 hi"') to ChatVM's display
composition — FormatTimestampPrefix(entry.Received) prepends the COMPOSED
line, matching retail's separate-leading-string model (fprintf("%ls%ls",
ts, text) @0x00563e5b; AddTextToScroll receives composed lines). The
prefix renders entry.Received in LOCAL time (retail strftime), invariant
literal colons. The ten defect-pinning test cases across
ChatLogTests/RuntimeCommunicationStateTests are rewritten to pin the
corrected contract (stored bodies stay clean; the composed line carries
the stamp outside the quotes — ChatVMTests).
R2: open option-bearing panels converge on every PlayerDescription seed:
OptionPage.ReloadFromLive (per-row live re-read + gating re-eval, NO
AfterApply flush — the seed just cleared the dirty module),
OptionsPanelController.OnServerOptionsSeeded (active page),
CombatUiController.OnServerOptionsSeeded (SyncControls), wired through
RuntimeSettingsController.ServerOptionsSeeded from the same factory hook
LockUI already uses. Retail cannot reach this state (its panels close
across login); the adaptation exists because retained panels survive the
session boundary — documented at the seam.
R3: tests drive the refresh widget push (model AND checkbox converge) and
ReloadFromLive's no-flush contract. R4: AP-196 addendum names the
headless AutoRepeatAttack false->true effective-default flip and the
characterOptions escape hatch.
Full Release suite: 13,083 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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e71e5a9614 |
feat(ui): Campaign OP slice OP5 — the Chat tab
Binds LayoutDesc 0x2100005C through OP2's template-list mechanism and OP3's per-page OptionPage model: the General Options header + two DualHash-linked opacity sliders (Option_DefaultOpacity_Property 0x10000080 / Option_ActiveOpacity_Property 0x10000081, live-apply on drag through RetailWindowOpacityController, defaults read from the installed DAT's DBProperties collection at DID 0x78000001 via ChatOptionsDatDefaults), and the five per-window text-filter blocks (main window 12 rows minus Gameplay, four floaties 13 rows each — the byte-verified authored order cross-checked against the raw gmChatOptionsUI::InitOptions/AddCheckboxBitfield64Option pseudo-C, not just the research doc's own table) writing AcDream.Core.Chat. ChatWindowState directly, the same state CH6's chat windows already read. AP-195 retired: ported both halves left open at the OP2 re-review — the ALL-set LED media swap (new UiButton.FaceFileOverride, driven by the block-level P0x10000082/P0x10000083 sprites now threaded through ElementInfo/DatWidgetFactory) and the CreateChildren self-sizing tail (UiCheckboxBitfield64.Height grows with its stacked row content; the enclosing ListBox reflows around the block's FINAL height via the new UiTemplateListBox.AddPrebuiltRow, reusing the ListBox's own stacking rather than a third stacking path). AP-187 broadened to cover the main window's own filter (previously only the four floaties) and the new live-editing write path. The main chat window's filter (retail window id 8, ChatWindowState id 0) gains its own settings.json persistence (ChatSettings. ChatWindowMainFilter) alongside the pre-existing floaty 1-4 fields; opacity persistence is now wired on every live slider change, not only through the old dev-scaffold Settings panel. Fixture regeneration (ACDREAM_REGENERATE_UI_FIXTURES=1) picked up the new ElementInfo.LedCheckedSprite/LedUncheckedSprite fields across all 19 committed layout fixtures — purely additive, confirmed against the live installed DAT (0x10000520's own 0x82/0x83 properties resolve to 0x06004D17/0x06004D19 exactly as AP-195 documented). Conformance: FilterRows/FilterBlocks pinned against the byte-verified authored order and ChatWindowState's own default constants; the AP-195 LED swap and self-sizing behavior; the DAT opacity-default extraction against the live installed DAT; live filter/opacity writes reaching ChatWindowState/RetailWindowOpacityController; OnShown re-seed and Reset/Defaults ghosting per the OP4 binding-pattern discipline. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bc43fb1d1d |
fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never re-read live server truth after their pre-login constructor-word seed) plus overlapping MUST-FIXes. All ten converged/consolidated findings land here: MUST-FIX: - BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab switch in, initial activation — instead of trusting the pre-login constructor word it was built with. Reset/tab-switch can now only restore values that were actually live at the last show. LockUI's host.Root.UiLocked one-shot mount seed now also converges on every PlayerDescription via the existing OnCharacterOptionsChanged hook. - Apply/Reset are wired to OptionPage.OnOptionChanged in production (Ghosted when nothing changed, Normal when dirty, run once at bind so both start disabled per retail's PostInit); Defaults stays ungated. - The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View) now read/write the same RuntimeCharacterOptionsState seam the Character tab uses instead of a disconnected client-local GameplaySettings copy — closes the "two writable copies" divergence. The three now-orphaned GameplaySettings fields and RuntimeSettingsController's mirror properties/SetCombatGameplay are deleted outright; the headless host's hardcoded AutoRepeatAttack/AutoTarget now read the live option bit. - RuntimeSettingsController.SetUiLocked's convergence guard now compares against the last value actually applied to the runtime target instead of the persisted GameplaySettings.LockUI snapshot, which could already match a server-derived request without ever having been pushed. SHOULD-FIX: - DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is the one seam all of them funnel through), not just AddText's own callers — heard speech, emotes, Turbine channels, and combat text were previously missed. The prefix format escapes its colons and forces InvariantCulture instead of the culture-dependent TimeSeparator placeholder. - sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain shaders, so Disable Distance Fog stops the sky dome's horizon band from blending toward fog color too. - Corrected the "byte-verified" overclaim on the timestamp format string doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column class-name typo; the RunAsDefaultMovement doc comments now cite retail's actual acclient.h enumerator name. - Added: DispatcherMovementInputSource's option x modifier truth table (incl. || AutoRunActive with the option off), the per-page Apply/Reset enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click test, and hash-pins for the six header string keys. - Gate script step 8 corrected for the logout-flush false-failure (closing the panel before relogging is load-bearing); a new step documents the enable-gate sequence and the Combat-panel/Character-tab cross-check. Register: AP-196 (the Group-C default-source change + GameplaySettings retirement) and AP-197 (the ignored per-character timestamp format override) filed in this commit. Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0; net +36 tests from new coverage and legitimate assertion updates from the GameplaySettings retirement). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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22b86b9ff4 |
feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's template-list mechanism and OP3's OptionPage model: 6 authored group headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK death messages", AP-193) in research doc §2's authored order, each row resolved by PlayerOption id through CharacterOptionTable, seeded from live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable. ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption @0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm the directive was followed), labels/tooltips resolved by name from string table 0x23000003 (never hard-coded English), and registered with OptionsPanelController.CharacterPage. Apply/Reset/Defaults (0x100001FC/FD/FE) are now wired per-page via a scoped subtree search (UiElement.FindDescendant, promoted from UiTabPanel) since Character/ Chat/Config each author their own physical instance under the SAME element ids. Consumers: Group A (29 ids) wire+store only via the existing SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display Timestamps prefixes new transcript lines (RuntimeCommunicationState. DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off (WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as Default Movement inverts the walk-mode modifier's default (RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget (CharacterOptionCombatSettingsSource), VividTargetingIndicator/ CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local GameplaySettings record to the canonical server bit — closing two previously-unfiled divergences where AutoRepeatAttack and AcceptCorpseLootingPermissions never reached the wire despite being retail auto-save ids. TS-73 narrowed to its two still-open cases; TS-75..TS-80 file the genuine gaps (no day/night force, no weather- particle/profanity-filter/salvage/housing/pickup-preference subsystem, fellowship-create's unaudited client-sourced field) rather than inventing stand-ins. Conformance: CharacterOptionsPageControllerTests pins all 50 rows against CharacterOptionTable in both directions (an invented or dropped row fails the build), the authored group/order row-by-row, and the build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against the committed fixture. 52 new tests; full solution suite 13,008 passed / 4 skipped / 0 failed (was 12,956/4/0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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386076af0f |
fix(ui): OP3 review fixes — byte-verified Magic chat lines, Gameplay/OptionPage shape, mid-air tri-state, shared geometry
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>
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9d26ecc623 |
feat(ui): Campaign OP slice OP3 — Options panel shell, open paths, Gameplay tab
Mounts retail's Options panel (LayoutDesc 0x2100002B resolved through host 0x2100006E slot 0x1000018D, gmPanelUI key 10) via the same catalog-import pattern CharacterController already validates, registered through RetailPanelUiController so it shares retail's "one active gmPanelUI child" mutual exclusion with every other sibling panel for free. F11 and the toolbar's options button (0x1000019B, already authoring panel id 10) both now open it; the close button fires the same ToggleOptionsPanel action. OptionPageModel (OptionPage/BoolOptionRow) ports retail's exact Apply/Reset/Defaults/visibility semantics from UIOption_Checkbox/PlayerOptionPage — LED clicks apply live immediately, Apply commits every row unconditionally + flushes the batched blob, Reset reverts only Changed rows, Defaults restores without committing, and tab-switch/window-hide revert uncommitted edits. Wired for all four tabs; this slice registers real rows on none of them (Gameplay authentically has none — a pure button list). UiTabPanel gains an ActivePageChanged event so the page model can hook every tab transition, including the initial default-tab activation. The seven Gameplay-tab buttons: Exit Game reuses the existing graceful window-close path; Exit to Character Selection gets retail's confirmation dialog and byte-verified mid-air refusal but still behaves as Exit Game (AD-74 — no pre-world character-select flow exists); Configure Keyboard and In-Game Help Files are inert this slice (AD-76 for Help — the plugin retail depends on doesn't exist); Urgent Assistance/Report Abuse short-circuit to their own byte-verified failure text through the interface-text seam instead of ShellExecute against a dead URL (AD-75); Use Mouse Turning Settings runs the pure MouseTurningSettingsMacro port, persisting five new CameraTurningSettings preferences and sending PlayerOption.UseMouseTurning — TS-74 records that acdream has no persistent mouse-turning camera mode for the bit to drive yet. Full Release suite: 12,918 passed / 4 skipped / 0 failed (baseline 12,871/4/0 — only new tests added). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5242de9f15 |
fix(ui): OP2 re-review closure (coordinator pass) — AP-195, tooltip port, zero-children pin
Closes the mechanism lens's REOPEN (one MUST-FIX) and both lenses' small
residuals on the OP2 rework (
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b236a44279 |
fix(ui): OP2 rework — dormant UiDatElement subclasses, fixed Panel/CheckboxBitfield64 mechanism
OP2 (
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09029f9f4b |
fix(runtime,net): OP1 review fixes — server-seed gate, tick-wired auto-save/logout flush, fellowship mutual exclusion
Closes the two mechanism-lens and blast-lens dual reviews of Campaign OP
slice OP1 (
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df9c7a35eb |
feat(ui): Campaign OP slice OP2 — tab control, template ListBox, UIOption widget mappings
Ships the two new widget primitives the retail Options panel needs plus the
four remaining UIOption_* factory mappings, so every tab page (OP3-OP6) has
somewhere to mount.
- ElementReader/ElementInfo gain three new dat-property readers, following
the existing effective-state-resolution pattern (never a per-state
first-wins scan, per the round-5 N1 lesson): the Type-8 tab table
(property 0x2E -> TabTable), a ListBox's row-template list (property
0x64 -> TemplateList), and scrollbar linkage (property 0x72 ->
ScrollbarElementId). LayoutImporter gains one hook
(IUiChildrenAttachedListener) so a widget can resolve cross-references
its own dat properties name by id once its subtree actually exists.
- UiTabControl (Type 8): switches exactly one page-slot child visible,
syncs each tab button's Open/Closed state via the existing
RetailTabBinding helper, and honors the authored default tab on mount.
- UiTemplateListBox (Type 5 with an authored template list): wraps a
UiScrollablePanel viewport (sealed, so composition not inheritance) and
ports AddItemFromTemplateList(index) — the resolver seam a page
controller wires with real DAT access via the SAME
LayoutImporter.ImportInfos(dats, layoutId, elementId) overload
RetailDialogFactory already uses for its catalog LayoutDesc.
- DatWidgetFactory maps the four remaining UIOption_* widgets, each
verified against the regenerated options_2100002B.json fixture before
writing any code: 0x10000037 (Slider) is structurally an ordinary
horizontal UIElement_Scrollbar, so it reuses BuildScrollbar directly;
0x10000038 (Menu) is structurally identical to the vendor category
dropdown UiMenu already models, so it reuses `new UiMenu()` like the
Type-6 case; 0x10000036 (CheckboxSlider) composes an existing
UIOption_Checkbox child + UIOption_Slider child via the new
UiOptionToggleSlider wrapper; 0x10000044 (CheckboxBitfield64) authors
zero children in the dat (every row is added at runtime via retail's own
AddChild(lowMask, highMask, label, tooltip) call shape), so it's a new
UiCheckboxBitfield64 composing UiButton per row. No new drawing code
anywhere in this set.
- Five new committed fixtures (options_2100002B/2100002A/21000028/
2100005C/21000029) plus 25 new conformance tests pinning the tab table
(4 entries, Gameplay default), all three template arrays, scrollbar
linkage, every new widget-type mapping, and a UiTabControl behavioral
test (switch -> exactly one page visible, click-through the tab
button). The Character ListBox's authored 6-header/49-toggle shape
(lane B section counts) is proven reachable end-to-end through
AddItemFromTemplateList against the committed fixture.
- Regenerating fixtures also touched 27 PRE-EXISTING, unrelated fixtures
(an Outline/OutlineColor field pair added by an earlier commit,
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86c0a7e0ee |
feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder
The retail Options panel (Campaign OP) needs a Runtime-owned option map
covering all 53 PlayerOption ids and the real batched SetCharacterOptions
(0x01A1) blob before any UI can be built on top of it. Today's surface only
modeled 6 ListenTo*Chat ids and the 0x01A1 builder was a malformed 16-byte
stub (deleted at Campaign CH slice CH3, docs/research/2026-08-09-chat-side-
channels-vs-ace.md).
- CharacterOptionTable.cs: the ONE typed table, PlayerOption id (0x00..0x34)
-> (Options1/Options2 word, mask, IsAutoSave, ClientDefault), transcribed
from acclient.h's verbatim CharacterOption/CharacterOptions2/PlayerOption
enums and byte-verified against IsAutoSaveOption @0x0059A600 (the 21-id
auto-save table) and GetDefaultOptionValue @0x005D2A30 (the Defaults-
button table). Reconstructing CharacterOptions1/2 defaults from the
ClientDefault column independently reproduces 0x50C4A54A / 0x00008700,
cross-confirming the id-mask mapping. CharacterOptionId (SocialActions.cs)
widened from 6 to all 53 ids to match.
- RuntimeCharacterOptionsState: SetOptionBit now resolves through the full
table (was a 6-case switch). New TrySetOption is the ONE shared local-
write-then-send/dirty seam — mirrors CPlayerModule::OnChanged exactly:
write the bit locally first, then either send 0x0005 immediately (auto-
save ids) or MarkDirty for the batched blob, no-op on an unchanged value
(retail's own early-return) or an unmodeled id. New dirty model (IsDirty/
FirstDirtiedAt/MarkDirty/TryFlush/TryFlushIfAutoSaveDue) uses an injected
TimeProvider so it's fully unit-testable without a live clock.
- Both IRuntimeCharacterCommands.SetSingleOption adapters (Direct + Current)
now route through TrySetOption instead of duplicating the write; this
fixes the headless local-write gap the OP1 research flagged (the direct
adapter previously sent the wire message without writing the bit first,
same class of bug CH4 fixed for the graphical host). Both also reject an
id outside the table instead of silently accepting it. LiveSessionRuntime
Factory's SendSingleCharacterOption closure now delegates to the same
seam instead of duplicating write-then-send inline.
- New IRuntimeCharacterCommands.SaveOptions(generation) — the explicit
blob-flush verb (retail's SaveToServer(force: 0)) — wired end-to-end in
both adapters, including a new SaveCharacterOptionsRuntimeCmd on the
graphical router.
- SocialActions.BuildSetCharacterOptions + WorldSession.SendSetCharacterOptions:
the real PlayerModule::Pack body per the wire research's field-by-field
layout — header always 0x460 OR'd with 0x001/0x008 when shortcuts/desired
comps are non-empty, favorite spells always 8 lists, never sets 0x100 or
0x200. Echoes last-parsed shortcuts/favorites/desired-comps/spellbook
filters (via new CharacterOptionsBlobSource) instead of zeroing them.
Conformance: a hand-computed golden byte vector (not generated by the
builder under test — the CH3 builder died of tests that pinned a wrong
shape and looked green) plus a round-trip through PlayerDescriptionParser.
Contract deviation: the 480 s auto-save timer and the flush-before-logout
trigger are implemented as fully-tested pure state-machine logic
(TryFlushIfAutoSaveDue) but are NOT wired into either host's live per-frame
loop or graceful-shutdown sequence in this slice — only the explicit
SaveOptions verb is production-wired. Wiring the timer touches App's
UpdateFrameOrchestrator graph and Headless's tick loop (outside this
slice's Runtime/wire-layer scope); wiring logout risks the already-fragile
graceful-shutdown sequence CLAUDE.md flags. Filed as TS-71 per the plan's
own escape valve ("target: not deferred" with a register row if deferred).
Also filed: AP-193 (the 0x34 HearPKDeathMessages id/mask is ACE-sourced,
unverifiable against the 2013 binary) and AP-194 (GetDefaultOptionValue's
table disagrees with the constructor default for ConfirmVolatileRareUse/
ShowHelm/ShowCloak — retail's own quirk, reproduced not fixed).
Tests: table completeness x53, auto-save/client-default split pinned
id-by-id against the byte-verified tables, unknown/reserved-id rejection
(0x35/0x36 landmines), local-write-then-send on both adapters + the router,
the dirty/flush state machine, SaveOptions, and the wire golden vector +
PlayerDescriptionParser round-trip. Full Release suite: 12,745 passed / 4
skipped / 0 failed (baseline 12,611/4/0 — slice adds 134 passing tests,
zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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aa6635aebf |
fix(ui): round-5 review polish — S1 block outline pass, S2 non-UiText outline paths, S3 citation fix
Collects the post-gate polish left uncommitted by the killed round-5 agent (S1/S3 + review fixes N1/N3/N4) and completes the missing S2 half: - S1: UiText multi-line transcript + colored-run label now submit EVERY line/run's outline pass before ANY fill pass, matching retail's UIElement_Text::DrawSelf @0x00467aa0 whole-block walk. DrawStringDatPass is exposed for block-level batching; single lines keep DrawStringDat. - S2 (completed this commit): authored outline 0x21/0x22 now reaches every text-bearing widget — UiButton, UiDatElement, UiField, UiMeter, UiMenu, UiCatalogSlot — seeded from the element's effective-default state exactly like UiText (BuildButton lifts the label-bearing Text child's authored value first, same chain as the label color). Per-STATE outline switching (dialog/character/combat buttons author 0x21 in state 0x3 only) is NOT ported — filed as register row AP-192 in this commit. - S3: ChatWindowController reconciliation comment corrects the misread indicator action ids 0x10000514-17 -> 0x10000114-17 and re-attributes the id-coincidence to the pagination widget's m_prevButton/m_nextButton, not gmFriendsUI; register + window-shell research doc corrected to match. - N1: LayoutImporter's duplicate per-state any-state-first-wins 0x21 read is deleted — ElementReader.ApplyCanonicalLegacyProjection's DirectState-then- effective-default resolution is the single source (the duplicate would have lit state-0x3-only outlines permanently once S2 widened consumption). - N3: the outline pass tints with the outline color's OWN alpha, not the fill's (retail tints m_curOutlineColor and m_curTextColor independently). - N4: the outline-inflated glyph SOURCE rect is clamped to the atlas bounds with matching dest shrink, porting CreateCharRectPair @0x00441480's edge behavior — edge glyphs crop instead of sampling a neighbour's texels. Full Release suite: 12,610 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bcc34ee301 |
feat(chat): retail text style — two-plane glyph outlines, authored SpewBox/chat styles
Campaign CH round 4, user-gate items 1+2. Root cause: retail ships a second (background) glyph atlas per font, dilated 2px on every side, plus two border-pixel scalars (Font.NumHorizontalBorderPixels/ NumVerticalBorderPixels) that acdream's font reader never read — so even the pre-existing outline parameter drew almost nothing once enabled. Landed together (either half alone is a no-op or a regression): - UiDatFont carries BorderX/BorderY from the DAT font resource. - UiRenderContext.DrawStringDat inflates the background blit's source and destination rect by that margin and restructures into retail's exact two-pass whole-string outline-then-fill model (UIElement_Text::DrawSelf), plus the 8-neighbour +-1px fallback for fonts with no background atlas. Corrects the stale "property 0xd" comment to the real ids, 0x21 (Outline) / 0x22 (OutlineColor). - LayoutDesc property 0x21/0x22 import (ElementInfo.Outline/ OutlineColor, LayoutImporter.ReadState, ElementReader.Merge/ ApplyCanonicalLegacyProjection, DatWidgetFactory.BuildText) so every authored-outline element across the DAT set is correct at once. - SpewBox: RetailFontId corrected from a round-3 heuristic (0x40000025) to the actually-authored 0x40000001 (18px bold serif), Outline=true set on the controller's UiText. Fill colour stays the user-gate-round-1-pinned yellow — font atlases are alpha-only (PFID_A8), so there is no baked shading that could explain the screenshot's gold as anything other than the outline itself. - Chat transcript: default fill now seeds from its authored ARGB(255,204,204,204) instead of an unrelated color-table slot (ChatTranscriptRenderer.BuildLines takes the transcript's own DefaultColor as a parameter); the 34-entry LogTextType table is untouched, and every existing CH1 conformance test stays green unmodified. Regenerated the committed chat_2100006f.json fixture from the real installed DAT, confirming end to end (not by missing-field default) that the transcript carries no outline. Tests: font-reader border fields + inflation math pinned against the real DAT font, two-pass draw ordering/tint/inflation via a new TextRenderer.DebugSpriteSegmentVerts test seam, property 0x21/0x22 import at both the ElementReader.Merge and StateDesc-property layers, SpewBox font/outline, and the chat default-shade seed with the color table proven untouched. Full Release suite: 12,610 passed / 4 skipped / 0 failed (AcDream.slnx, complete solution). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5b54387b8e |
fix(chat): round 4 — no user-visible meta text, real /help groups, indicator buttons toggle
Item 3 (#364): every honesty marker is now gone from user-visible /help text. AllegianceOverview/HouseOverview's "[IMPLEMENTED]" tags and trailing "Subcommands NOT marked..." sentences, and Day/Log/Render/Motd's appended "NOT YET IMPLEMENTED in acdream" tails, are removed; the underlying retail text is corrected/completed against the pseudo-C's own pristine consolidated data dumps (Log and Motd had been silently truncated; Render was entirely acdream-authored and is replaced with the real retail usage string). The three PARTIAL /help group topics (channels/chatting/commands) are now COMPLETE verbatim listings: HelpStupidChannelHack's three "vtable slot" operands, previously believed undecodable, are the same pooled/mislabeled-data artifact this campaign has hit before (AP-113's precedent) — reading the function's own disassembly for the push imm32 preceding each constructor call resolves all three directly. messagetypes is now a real ported construction (IsLegalChannel's 14-id whitelist + LogTextTypeToString's name table + the exact join/wrap format) instead of an acdream summary. Register row AP-184 retired. Item 5: the main window's 1/2/3/4 indicator buttons now toggle their floating chat window on click, per the user's retail memory overruling the earlier decomp-only reading. UIElement_Button::HandleButtonClick has its own generic click-driven action dispatch (property 0x12) reaching the same DoVisibilityToggleAction the Alt+1..4 keybinds use; the button fixture confirms this half is genuinely armed, but the floating-window fixture authors no matching listener-registration property, so the generic mechanism has no proven target in the data on hand. Per CLAUDE.md, the user's retail memory is the axiom regardless: ChatWindowController.BindIndicatorClicks wires each indicator's click through the same ToggleFloatingChatWindow chokepoint the keybinds use, as explicit user-directed retail behavior. SetIndicatorOpen stays the sole writer of the Selected mirror so the visual stays consistent through the click round trip. Full reconciliation in docs/research/2026-08-09-chat-retail-window-shell.md §1.4. Campaign plan gets the round-4 findings section; items 1+2 (text-style) are under parallel research, item 4 passed, item 6 deferred to the settings track. Suite: 12,579 passed / 4 skipped / 0 failed (Release, complete solution), up from baseline 12,553/4/0 — net +26 tests, zero regressions. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f7a6f46ba0 |
fix(chat): consolidated-review fixes — retail /help Detail extraction, seam wiring test
SHOULD-FIX 1: RetailClientCommandCatalog's ~45 catalog leaf verbs were showing acdream-authored Summary text for /help <verb> instead of retail's own Detail_HelpType(2) text. Byte-swept every Help* handler against the PDB-paired acclient.exe (verified MATCH), confirmed each Detail/Summary branch by reading the actual decompiled if/else shape (address order and string length both proved unreliable alone), and fixed a sweep_weenie_strings.py 800-char truncation bug that silently dropped several longer Detail branches. Resolved every ambiguous CmdHashData-registered verb (hor/hr/hom/hoa/alh/ah/friends_add/ friends_remove/squelch/unsquelch) by reading for Binary Ninja's nullptr-4th-arg decompiler artifact instead of trusting it. Coverage: 42 of 47 distinct catalog Definitions verbatim-extracted, 4 confirmed-null (index/clist/on/off register with a genuinely null help pointer — DoHelp falls to UnknownCommand for these, now reproduced), 1 honest UNVERIFIED (messagetypes builds its text from a runtime enum table, not a static string). ChatCommandRouter now prefers retail Detail text over the catalog summary; RetailCommandHelpTable's class doc no longer overclaims its own scope. SHOULD-FIX 2: extracted the a5a7eb4f-class OnInterfaceText wiring into a testable CreateChatViewModel method and added ComposedChatViewModelWiresOnInterfaceTextToSpewBox, which the prior FakeFactory-based test suite could never exercise. SHOULD-FIX 3: retires register row AP-113. DoLifestone/DoMarketplace print their own 0x1A refusal text (byte-recovered, UTF-16LE) instead of falling through to the generic 0x26 fallback; ChatCommandRouter's comment corrected to state the fallback's real scope. SHOULD-FIX 4: corrected the divergence register's stale AP section header sentence about AP-190's opacity default (refuted by |
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09453ecae8 |
fix(chat): #363 — retail 0x1A typing for command refusals via the interface-text seam
ChatVM gains an OnInterfaceText hook + ShowInterfaceText(text), the
App-layer composition wires it to RuntimeCommunicationState.AddText,
and ChatCommandRouter routes every retail-0x1A command refusal through
it instead of the chat log's 0x00 sink. UI.Abstractions still never
references Runtime directly; unwired hosts (headless, tests) fall back
to the chat log tagged ClientLocal so no text is ever silently lost.
Reclassified per register row AP-183 (DoChannelList/On/Off, DoAllegiance,
DoHouseAvailableList — the last also corrected to retail's own bad-house-
type string instead of a synthesized "Usage:" line) and newly wired two
sites that previously showed nothing at all (DoStupidChannelHack's bare
legacy-channel-verb refusal, DoReply's message-but-no-last-teller
refusal). The generic bad-args fallback now resolves WeenieErrorMessages
0x026 ("That is not a valid command.", retail's HandleFailureEvent(0x26))
instead of synthesizing "Usage: {Usage}". DoSpeaker/DoEndurance/DoTitle
are untouched — already correct at 0x00.
Also closes #367 (DoHelp's "Unknown command" fallback and the degenerate-
prefix refusal now reach the SpewBox too) and retires register row
AP-186, whose own filing proposed exactly this seam shape.
Full Release suite: 12,542 passed / 4 skipped / 0 failed (baseline
12,466/4/0 at
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cc58289967 |
fix(chat): CH6c review fixes — opaque default, opacity-transition register clauses
BLOCKER: ChatSettings.DefaultOpacity shipped retail's base ChatInterface value (0.5) as ONE shared global default applied to every RetailWindowManager-registered window, not just the four floating chat windows retail itself fades. That faded the whole out-of-box registered UI (radar, vitals, toolbar, main chat, ...) to 50% opacity, including several windows that can never take keyboard focus and so were stuck at 0.5 permanently. Fixed to gmMainChatUI's 1.0/1.0 override (0x004CD0F0) instead — retail-identical opaque presentation for the 11 non-chat windows and the main chat window; only the four floating chat windows now diverge from retail's 0.5-while-idle default, and the Settings -> Chat transparency slider remains fully user-settable. AP-190 reworded and gains two new decomp-verified clauses: (3) retail eases opacity toward its target by 5% of the delta per tick (ChatInterface::ListenToGlobalMessage @0x004F3840, armed from the focus element-messages at @0x004F5275) where acdream snaps -- deferred, needs a UI frame-tick hook the opacity controller doesn't have; (4) retail's focus predicate is the chat ENTRY FIELD specifically (ChatInterface::IsTextEntryFocused @0x004F30A0) where acdream uses any-focusable-descendant. Both findings + the pre-existing UiMenu.cs PushAlphaAbsolute(1f) popup bypass are folded into the window-shell research doc's opacity section. NITs: fixed the stale "text bypasses the alpha" comment in UiElement.DrawSelfAndChildren (CH6c already routed DrawStringDat/ DrawString through the same ApplyAlpha chokepoint as sprites/rects); added RetailWindowManager.WindowUnregistered + wired RetailWindowOpacityController to detach and forget a window unregistered while it held focus (previously only Dispose detached, leaking any window unregistered mid-focus for the rest of the session); added post-Dispose no-op guards to the three Set* opacity mutators; added a DrawString (BitmapFont path) alpha regression test and a DrawStringDat outline/background-pass alpha test (the existing tests only ever exercised the foreground/fill pass). Also fixes RuntimeSettingsControllerTests.SettingsViewModelSavePreserves SectionAndTargetOrder's now-stale "target-chat-opacity:0.5:1" expectation (caught by the full-suite run this fix requires) to match the new 1.0 default. Campaign ledger CH6c row updated to APPROVE-WITH-FIXES. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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a819687cf0 |
feat(chat): Campaign CH slice CH6c — window opacity + transparency setting
Retail's ChatInterface::SetOpacity (0x004F3120) fades the WHOLE composited
window surface with one alpha; UiRenderContext.ApplyAlpha already gated
DrawSprite/DrawRect/DrawFill (since
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1aa7709988 |
fix(chat): CH6a/b rework — grip media, retail window-id model, floaty fixture
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
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22020ef2c4 |
feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
Mounts retail's four floating chat windows as always-resident, born-hidden children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc 0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own widget tree — built fresh per instance from one shared imported ElementInfo — reusing ChatWindowController's word-wrap + retail color-carry algorithm via the extracted ChatTranscriptRenderer instead of duplicating it. A floaty window has no talk-focus menu (research doc §2.2), so its entry field always sends on Say; the mismatch against retail's possible shared-channel behavior is UNVERIFIED and filed as #369/AP-188. Runtime owns the per-window filter/open state: ChatWindowState (new, AcDream.Core.Chat) seeds retail's exact PostInit defaults per window (window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00 Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4 0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on RuntimeCommunicationState.ChatWindows so every host borrows the same instance. The main window's filter (0xFBFFFFFF, "no user filter") never actually gates anything because its own explicit-address branch already covers every broadcast line — that's why UpdateFromPlayerModule early-returns for window 0 in retail, ported here by construction rather than a special case. Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their KeyBindings.RetailDefaults() chords already existed since Phase K.1c (unwired until now). The MetaKeys table confirms retail's default is Alt+1 through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through GameplayInputCommandController -> RetainedGameplayWindowCommands -> RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow, whose visibility-change event is the single chokepoint that syncs ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button regardless of what changed a window's visibility (keybind, close button, or a restored layout). A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 — the only function in the whole binary that branches on a click message — settles what the research doc had left as a hedge: it handles exactly 0x1000046f (max/min) and the talk-focus menu's selection message, with NO case for 0x10000522-0x10000525. The four indicator buttons are PURE one-directional mirrors in retail; clicking them does nothing. ChatWindowController.SetIndicatorOpen ports this with no OnClick at all. Corrected research doc §1.4 accordingly. Persistence is local-only (register row AP-187; the retail 0x1000008C GameplayOptions wire remains deferred to CH6f): window geometry and open/visible state ride the existing generic RetailWindowLayoutPersistence path for free once each window registers under its own WindowNames entry; the four filter masks get a dedicated ChatSettings round-trip (ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit constants) loaded at mount and saved alongside SaveLayout(). Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests (bind smoke tests against a synthetic 0x2100005B tree, per-window filter routing, filter-change cache invalidation, fixed-Say submit), new ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state, cross-window isolation, range validation), GameplayInputCommandController routing for the four toggle actions, and a SettingsStore filter round-trip. Full Release suite: 12,392 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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98de4f5ab3 |
fix(chat): Campaign CH round 3 — SpewBox flush-top/font, /help exact print sequence
User-gate round 3 findings (a)-(c):
(a) SpewBox: TopOffset moves from the round-1 60px placeholder to 0 (flush
to the viewport top). SpewBoxController never wired DatFont/Font at all
before this round, so it silently rendered through the 15px debug
BitmapFont fallback; it now resolves retail dat Font 0x40000025
(MaxCharHeight=11px) through a new RetailUiRuntime.Assets accessor —
the smallest font id confirmed in use by any currently-imported retail
LayoutDesc fixture, cross-referenced against every
tests/AcDream.App.Tests/UI/Layout/fixtures/*.json dump and confirmed
against the installed DAT via AcDream.Cli dump-font-atlas. It is also the
chat window's own smallest font (the 0x2100006F floating-window 1/2/3/4
indicator badges), so both selection criteria the brief offered agree.
Both remain best-available approximations, not resolved retail values —
register row AP-178 updated accordingly.
(b)/(c) /help and /help death: round 2 extracted the individual retail
strings byte-exact but never traced ClientCommunicationSystem::DoHelp's
complete print sequence. Byte-swept DoHelp's own range plus the five
Summary-branch functions it calls into (HelpEmote/HelpSquelch/
HelpStatusGroup/HelpTextGroup/HelpAllGroup) against the PDB-paired
acclient.exe. Retail's real shape: bare /help prints exactly TWO scroll
entries (HelpPrefixNote, then the 13-item AvailableHelpListing built from
DoHelp's own literals and each group's Summary_HelpType branch, in exact
source order) — not the acdream-invented cheat sheet BuildHelpText()
built before. Any resolved /help <verb> gets the SAME two-entry shape:
HelpPrefixNote, then ForMoreInformationPrefix concatenated directly onto
the verb's own Detail text (retail's own unsubstituted "<command>"
literal, ported verbatim). ChatCommandRouter.EmitVerbHelp applies this
uniformly to every resolved verb, not just death. An unresolved verb now
shows retail's real "Unknown command" fallback text; that fallback types
0x1A (ClientLocal), which retail routes to the SpewBox exclusively — a
gap ChatVM's UI.Abstractions layer can't yet reach, filed as ISSUES #367
/ register AP-186 rather than left silently unregistered.
Jump-in-air (round 2's open item 1) was root-caused and fixed separately
at
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1fd515436c |
feat(chat): Campaign CH slice CH6a — retail chat-window layout + 8-grip resize
Swap ChatWindowController's imported main-chat LayoutDesc from the wrong 0x21000006 (an unrelated layout whose root and 800px resize bar appear nowhere in the EoR gameplay UI) to retail's ACTUAL main chat window, 0x2100006F (window root 0x10000600, authored 410x100 — confirmed by a direct DAT dump, found in dats.Local not dats.Portal). Every downstream compensation that existed only to paper over the wrong import is deleted: the hand-cropped 490px content width, the dropped 800px resize bar, the 9px transcript patch, the orphan-sibling pruning, the max/min-vs-scrollbar overlap shift, and the scrollbar top-reclaim. The window now mounts with RetailWindowChrome.Imported (0x2100006F's own 8 border/corner elements are its complete chrome) instead of the universal nine-slice wrapper. LayoutImporter/DatWidgetFactory gain a Type-9 (UIElement_Resizebar) case: UiResizeGrip decodes retail's exact four-bool BorderLocation algorithm (0x2A=bottom/0x2B=left/0x2C=right/0x2D=top, UIElement_Resizebar::StartMouseResizing @0x0046B7E0) into a ResizeEdges bitmask. A direct DAT dump established the true shape: only 7 of the 8 grip-position ids are Type 9 — the straight top-EDGE strip (0x1000069C) is a Type-2 Dragbar (move handle), not a Resizebar, because the main window has no title bar. UiRoot now gives a directly-hit grip's own edges priority over its generic proximity heuristic, and a directly-hit move handle the same priority over ambient proximity — so the plain top strip moves the window while its two corner grips resize it including the Y axis, and all 4 edges + 4 corners work everywhere else. This also fixes the reported "no diagonal cursor at corners" (CursorFeedbackController's existing RetailCursorCatalog cursor ids already matched the DAT exactly; they just never received a genuine diagonal edge combination) and "cannot grow in Y from the bottom-right corner" (the old NineSlice+crop mount's indirection is gone; the Imported mount uses the DAT's real minH=100/maxH=2000/minW=300/maxW=2000 directly). The 8 cosmetic "_Locked" border-art twins default hidden (register row AP-185 — retail's UiLocked-driven art swap between the two skins is not ported; UiRoot.UiLocked continues to gate the underlying interaction correctly either way). The 4 chat-window-1..4 indicator buttons import generically (visible, inert) for CH6b to wire. The two hand-drawn translucent-black tints on the transcript/input are removed now that their parent panels draw their own authored background sprites. Filed #366 (chat window's new-unseen-text indicator 0x1000048C is swallowed by UiText.ConsumesDatChildren, pre-existing and out of scope). Corrected the research doc's "all eight grips" claim against the direct DAT dump. Full Release suite: 12,317 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c1f1582576 |
fix(chat): Campaign CH user-gate round 2 -- portal notice rerouted to SpewBox, verbatim /help extraction, jump-in-air evidence
Item 2: retail's portal-space "In Portal Space..." notice is the SpewBox (ECM_UI::SendNotice_DisplayStringInfo(0x1A,...) -> AddTextToScroll(str, 0x1A, 1, 0), hardcoded to the SpewBox per the decomp), not a dedicated centered overlay. PortalWaitNoticeController and its lease are deleted; PortalTunnelPresentation's per-rotation-segment cadence now writes straight into RuntimeCommunicationState.AddText(ClientLocal) -- the SpewBox's own dedupe-at-index-0 handles the repetition exactly as retail's does. Register row AP-184 records the surface fix and the AP-178 scope extension. Items 4+5: /help text was partially fabricated -- the user caught the "/help death" meta-message. Generalized tools/pdb-extract/sweep_weenie_strings.py to decode narrow PStringBase<char> literals (the ClientCommunicationSystem::Help* family's shape) alongside its original UTF-16LE support, then swept every HelpXxxGroup function's exact byte extent against the PDB-paired acclient.exe. 4 of 7 group topics (death/status/text/allegiances) are now complete verbatim listings; the other 3 (channels/chatting/commands) keep an honest UNVERIFIED note citing HelpStupidChannelHack @0x0056f290 (a genuinely undecodable BN-mislabeled-fragment mechanism) instead of the old fabricated sentinel. 7 of ~35 channel one-liners are also now verbatim. ISSUES.md #364 tracks the remainder; RetailCommandHelpTableTests.cs pins every result byte-exact. Item 1: jump-in-air refusal still silent live is NOT reproduced and NOT speculatively fixed. Exhaustive static re-audit found the mechanism correct by construction (single-writer OnWalkable, exactly-once-per-frame Update()/Capture(), no interfering edge-history resets). A live headless repro (new jump-probe bot policy, real ACE connect) was blocked -- probeaccount2 has no character, and the graphical client already owned testaccount this session so the task's own fallback rule forbade using it. Two temporary probes are left behind ACDREAM_PROBE_JUMP=1 (blocked entirely in Headless by the existing multi-session static-state guard -- graphical-only for the next round). Item 3 confirmed fixed, no regression. Item 6 (resize: no diagonal cursors, cannot grow Y from bottom-right) folded into CH6a's existing scope. Full Release suite: 12,267 passed / 4 skipped / 0 failed (up from 12,221/4/0). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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47e40900f3 |
fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes
The user tested Campaign CH's CODE-COMPLETE build live and reported ten defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate — round 1"). Items A-G are fixed here; the remaining three (extra chat windows on 1/2/3/4, resize working in only one corner, transparency/ artifacts) are out of scope for a fix and filed as slice CH6. A. Jump-in-air refusal never fired live: the jump block only ever evaluated input.Jump inside the grounded-charge or already-charging branches. PlayerMovementController now detects the press RISING EDGE while airborne and reports WeenieError.NotGrounded once per press, leaving the grounded charge/fire path untouched. B. ChatVM's invented "[System] " prefix is dropped — retail prints system text bare. [Popup] is unchanged (AP-175). C. SpewBoxController's color is now the user-pinned exact value (1, 1, 0.247, 1), the same bright yellow as an incoming Tell. Register row AP-178 updated: color CLOSES, size/position/font stay open per the user's live report that they still differ. D. Closes #329: PortalTunnelPresentation now emits the portal wait cue unconditionally on every rotation-segment boundary, matching gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating on a 5-second hold local transits never reached. PortalWaitNotice Controller now renders it in the same pinned yellow as item C. Register row AP-150 retired. E. Closes #362: new ClientCommandResponses.cs parses and renders the four previously-unhandled inbound GameEvents (ChannelIndex, ChannelList, AvailableHouses, AllegianceInfoResponse), each ported line-for-line from the named-retail decomp's inbound handlers. Register row TS-70 retired. F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n' first, then word-wraps each segment independently — server text like /help's reply no longer collapses onto one line. G. The chat input field's right edge no longer holds a fixed absolute pixel position across a window resize; Bind now upgrades it to retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch fallback so it tracks the window's client width instead of overflowing past a narrower resize. Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline 12,221/4/0 + 26 new tests across items A, E, F, G). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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38f0c0defc |
docs: Campaign CH closeout sweep — CODE-COMPLETE pending user gate
CH5: flip the campaign plan's status header from ACTIVE to CODE-COMPLETE,
correct the CH4 ledger row's suite count to its final 12,221 (was showing
the pre-review-fix 12,190) and fill in the CH5 row, and add a closeout
paragraph for the previously-undocumented
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5d247d5518 |
fix(chat): CH4 re-review fixes — dialog-queue reentrancy, settings option-bit chokepoint
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> |
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724ef2d389 |
fix(chat): CH4 review fixes — allegiance ownership guard, house-abandon confirmation
Blocker 1: an unrecognized "@allegiance <sub>" subcommand escaped TryMatchAllegiance (which only claimed "info"/"hometown") and fell through the unregistered-tag channel fallback, broadcasting the raw subcommand text to the Allegiance chat channel (0x02000000). Retail's own DoAllegiance never reaches DoChannelCommand for an unrecognized subcommand — it claims the whole verb and prints its own client-local refusal. TryMatchAllegiance now claims "allegiance"/"all" unconditionally and shows retail's "Please see @help Allegiance..." text; ChatCommandRouter also gained a blanket RetailClientCommandCatalog.KnownVerbs ownership guard in TryDispatchChannelFallback as defense in depth. Blocker 2: "@house abandon" sent 0x021F immediately with no confirmation. Retail runs a real two-stage dialog before Event_AbandonHouse(); ported both verbatim strings and chained two ShowConfirmation calls. Should-fixes: a bare unregistered tag with no text now passes through silently instead of showing a refusal that belongs to a different retail function; @join/@leave update RuntimeCharacterOptionsState locally (new SetOptionBit) before the wire push so the Turbine membership gate stops refusing a just-joined room; @permit accepts multi-word names; @clist/ @on/@off validate shape only and raise WeenieError 0x422 for an unknown tag; @mr/@pr help text is now the verbatim retail strings; corrected issue #360, register row TS-68, the campaign doc's B.7 note, and a stale RetailChannelTagTable comment; filed issue #363 + register row AP-183 for the deferred error-typing debt. Nits: fixed TryMatchHouse's stale doc comment, the AP-182/@title "stores the value" comments (the binding is a no-op), IsUnregisteredFallbackTag's olthoi false-positive, added /g and /rp binding-level conformance pins, made @index ignore extra arguments, and noted the six removed invented verbs in ISSUES.md. Suite: 12,216 passed / 4 skipped / 0 failed (Release), up from CH4's 12,190/4/0 — net +26 tests, no removals. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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090825e703 |
feat(chat): Campaign CH slice CH4 — command registry completion
Brings acdream's / and @ command parsing to parity with the complete
retail registry (130 registered verbs + 22 unregistered GetChannelID
fallback tags = 152 client-parsed verbs), per
docs/research/2026-08-09-chat-retail-command-registry.md.
Parser semantics (retail OnChatCommand/DoCommand):
- : and ; rewrite to "@emote <rest>" before dispatch.
- Verb trailing-comma trim ("@f, hi" == "@f hi") applied at every
verb-lookup site in the catalog and the parser.
- @tell/aliases split the target on the FIRST COMMA, not the first
whitespace token, so multi-word names work ("@tell Aunt Agatha, hi").
- The 22 unregistered GM/faction channel tags (admin, sentinel,
celestialhand, ...) now broadcast for real via a new
RetailChannelTagTable + SendRawChannelCmd bypass, reusing the existing
BuildChatChannel wire builder.
Binding corrections:
- /g, /group, /party -> Fellowship (0x800), not General.
- /rp -> reply alias (retail's own help text confirms "@r or @rp"), not
Roleplay; /role (an acdream invention) deleted.
- /allegiance, /all -> the allegiance management command
(RetailClientCommandCatalog), not a channel verb.
- /house no longer swallows unrecognized subcommands with a local usage
error; they now correctly fall through to ACE.
- @mr/@pr pinned as permanently non-executable (retail registers them
with a null function pointer).
New verbs with real local execution: endurance, speaker, title (silent,
AP-182), chat, notell, join, leave, permit, hslist, index, clist, on,
off, alh/ah (+ "@allegiance hometown"/"ho"), "@allegiance info",
"@house abandon"; a missing-alias sweep across pkl/hou/message_types/
msgtypes/msg_types/rt/send/whisper/w/vassal/covassal/co-vassals/c/
fellows/group/party/guild/gu/cg/ct/clfg/crp/soc/o; the non-retail
inventions gen/cv/lookingforgroup/tr/role/h are deleted. New Core.Net
wire builders (IndexChannels, ListChannels, AddChannel, RemoveChannel,
RecallAllegianceHometown, AllegianceInfoRequest, ListAvailableHouses,
AddPlayerPermission, RemovePlayerPermission, AbandonHouse) are all
parameterless or single-field payloads cross-checked against ACE's
GameAction readers, not guessed.
Deferred (filed as #360/#361/#362, register rows TS-68/TS-69/TS-70):
the ~22 remaining allegiance/house subcommands + standalone @motd
(largest single item, needs its own slice per the doc), the three
still-inert pure-local commands (day/log/render), and the inbound
GameEvent responses for the new outbound requests. All correctly fall
through to ACE server-passthrough rather than being silently swallowed
or faking success.
RetailCommandRegistryConformanceTests pins the complete 152-verb
registry against production: every verb resolves through exactly one
production surface if Implemented, through none if HelpOnly/
ServerPassthrough, and two reverse-direction tests fail the build if
RetailClientCommandCatalog or ChatInputParser ever claims a verb
outside this registry again. Final tally: 138 Implemented / 5
ServerPassthrough / 9 HelpOnly = 152.
Release suite: 12,190 passed / 4 skipped / 0 failed (up from CH3's
11,964/4/0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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e07fba5731 |
fix(chat): CH3 review fixes — phantom UN-9, allegiance-broadcast echo, /a legacy fallback
Applies the Opus review of Campaign CH slice CH3 (
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614a1e055f |
feat(chat): Campaign CH slice CH3 — side-channel membership, wire, and echo parity
Ports retail's SendTurbineChat (@0x0057db10) local pre-send membership gate so Roleplay/Society/Olthoi stop silently swallowing outbound chat: a new TurbineChatMembershipGate checks Turbine availability and the player's own Hear*Chat option before sending, raising "Turbine chat is not available." or the 0x0551 YouAreNotListeningTo_Channel refusal through the CH2 AddText chokepoint instead. Wired into both the graphical (LiveSessionCommandRouter) and headless (DirectGameRuntimeCommandAdapter) send paths so they can't diverge. Retracts the 26-day-old false "ACE doesn't run a TurbineChat server" claim from ISSUES.md, the roadmap, and project_chat_pipeline.md — ACE's TurbineChat implementation is complete and on by default; the real bug was treating Hear*Chat as a display filter instead of room membership. Also: implements SetSingleCharacterOption (0x0005), the only wire message that actually joins/leaves a Turbine room, and wires the five Settings Chat toggles to it (publish on Save, changed bits only) plus seeds ChatSettings from the server's own CharacterOptions2 on every PlayerDescription. Fixes the legacy-channel double-print (Fellow/Vassals/Patron/Monarch/CoVassals skip the local echo now that ChatChannelInfo.IsSelfEchoChannel is finally consulted). Routes /a to Turbine unconditionally (retail's @a never falls back to the legacy bitflag) and adds /ab for the legacy AllegianceBroadcast verb retail actually has. Surfaces a nonzero TurbineChat ack HResult instead of discarding it silently. Deletes the malformed, callerless SetCharacterOptions (0x01A1) and AddChannel/RemoveChannel (0x0145/0x0146) builders. Files every AC-specific algorithm change cites the named retail decomp (SendTurbineChat 0x0057db10, StartupTurbineChatSystem 0x0057EFB0, GameActionSetSingleCharacterOption) plus ACE/holtburger cross-checks. Register rows AP-181 (no client-side spam throttle) and UN-9 (an incidentally-discovered CharacterOptions1.Default literal mismatch, not investigated further) filed per the divergence-register rule. 11,957 passed / 4 skipped / 0 failed (full Release suite, up from the 11,916/4/0 baseline). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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233c30d13f |
fix(chat): CH2 re-review nits — resize centering, top-aligned flow, sweep wording
Applies the seven NITs from the CH2 re-review (verdict APPROVE-WITH-FIXES, following the REJECT->rework at |
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e0e7888308 |
fix(chat): CH2 rework — SpewBox tick-driven visibility + binary-derived error table
Reworks Campaign CH slice CH2 per the REJECT-review findings doc (docs/research/2026-08-09-ch2-review-findings.md). BLOCKER 1 — SpewBoxController never rendered a line and leaked its pending queue. LinesProvider only ran through UiText.OnDraw, which gates on Visible — and the box started invisible, so the provider (the sole caller of SpewBoxState.Tick) never ran. Gave the controller an explicit per-frame Tick(now) driven by UiRoot's global-message-3 broadcast (a zero-size GlobalTimeSink child, the same pattern VendorUiController.DragOverGlobalTimeSink already uses), matching retail's gmSpewBoxUI::Update. LinesProvider now only returns the cache. Tests rewritten to drive root.Tick(...) instead of calling the provider directly, plus new coverage for visibility-without-a-draw, queue-drain-without-a-draw, and bounded-queue-across-many-ticks. BLOCKER 2 — re-derived the HandleFailureEvent routing table from the PDB-paired binary instead of the pseudo-C's ~33-char string previews. tools/pdb-extract/sweep_weenie_strings.py sweeps every push imm32 in VA 0x571990-0x575480, dereferences into .rdata/.data, and decodes the full UTF-16LE literal. Added the 5 ids dispatched via else-if (missed by case-label enumeration), resolved 0x4F8 (previously excluded), fixed 18 wrong strings (16 the review flagged + 2 more — 0x4E9 and 0x518 — an automated diff between every swept literal and the landed table found). Every changed row cross-checked against ACE's WeenieError/WeenieErrorWithString enum doc comments; both oracles agreed on every row, including a case where the review's own proposed text for the new 0x4E8 row was itself wrong (it was 0x4E9's text) — corrected via the else-if block's own instruction address plus the ACE cross-check. Pinned table count: 344 (338 + 5 + 0x4F8). SHOULD-FIX 1 — RuntimeCommunicationState.ResetSpewBox was dead code; folded into the ChatIdentity generation-reset stage (same lifetime boundary), with a reset assertion added to the existing populated-reset test. SHOULD-FIX 2 — AddText trimmed only the trailing end and invented an empty-string early return; retail's AddTextToScroll trims both ends (trim(&str, 1, 1, ws)) and has no empty guard. Both retired. SHOULD-FIX 3 — ShowWeenieError bypassed the AddText chokepoint via ChatLog.OnWeenieError (hardcoded LogTextType 0x00); routed through Communication.AddText(Resolve(code, param)) instead, and ChatLog.OnWeenieError is deleted — GameEventWiring's legacy no-router fallback now resolves + calls OnSystemMessage directly. SHOULD-FIX 4 — retail's HandleFailureEvent switch has no default case; an unmapped id now resolves to a null Text (silence toward the player) instead of the invented "WeenieError 0xNNNN" hex fallback, with a diagnostics-only console log line for the id. NITs — AP-TBD placeholders corrected to their real register rows (AP-178, not the unrelated AP-177 lifetime row); filed AP-180 for the windowId dual-destination gap and corrected three stale "lands with CH2" comments; extended SpewBoxLayoutDumpDiagnostic from dats.Portal to dats.Local and found the SpewBox element for real — LayoutDesc 0x21000011, element 0x10000048, size 450x72, MaxConcurrentItems (ListBox property 0x10000028) = 4, not retail's code default of 1. AP-178 narrowed accordingly; SpewBoxState.MaxConcurrentItems and SpewBoxController's extent/anchor/OneLine are now authored rather than placeholder (absolute screen position and colour remain open); fixed the "19 ids... lists 18" miscount by retiring the stale paragraph in the class doc rewrite; aligned the UseDone handler's silent-status check with the other two WeenieError handlers. Full Release suite: 11,914 passed / 4 skipped / 0 failed (build 0 errors). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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77c8296e3f |
feat(chat): Campaign CH slice CH2 — retail SpewBox interface text
Retail routes on-screen refusals ("You can't jump while in the air",
"You are too encumbered to carry that!") through a SEPARATE transient
screen surface (gmSpewBoxUI, ClientSystem::AddTextToScroll @0x00563C50)
that never touches the chat scroll — type 0x1A is exactly the bit every
ChatInterface window's default filter excludes
(ChatInterface::ChatInterface @0x004F4550). acdream had no such split:
every WeenieError rendered in chat at a single stand-in LogTextType
0x00 (CH1-era approximation, register AP-176), and locally-detected
jump refusals were silently discarded.
This slice ports the full mechanism per
docs/research/2026-08-09-chat-retail-interface-text.md:
CORE (AcDream.Core/Chat):
- WeenieErrorMessages.Resolve now returns (text, RetailLogTextType) from
a 338-row transcription of ClientCommunicationSystem::HandleFailureEvent
@0x00571990 (Appendix A's 339 cases minus one, 0x4F8, deliberately
excluded — its case body is a tangled decompiler artifact, not
resolvable with confidence). Spot-checked ~20 rows directly against
the raw decomp (case 0x2b/0x36/0x3a/0x4e/0x4ec/0x4f3/0x4f4 and the
jump family), beyond the ~10 the brief asked for, because the first
pass surfaced two transcription classes the research doc's markdown
silently ate: (1) 7 ids marked "shared string global" resolved by
reading the case bodies directly (0x24/0x48/0x49 reuse the jump-
refusal globals; 0x4DE/0x4DF/0x55A/0x55E are pure param passthrough);
(2) 19 "arg3 + literal" CONCATENATION ids whose leading space (and
therefore their %s marker) the markdown table's cell-trimming ate —
fixed by re-reading each case body, several requiring a SECOND
non-truncated data_XXXXXXXX dump elsewhere in the same oracle file to
recover text the ~33-char inline preview cut off. One retail typo is
preserved verbatim: 0x4F4's second placeholder is literal "$s", not
"%s" — only the first substitutes.
- ClientTextRefusals: the 11 process-lifetime string globals, all
byte-recovered from the PDB-paired C:\Users\erikn\Downloads\acclient.exe
(MATCH verified via check_exe_pdb.py) via raw UTF-16LE prefix search —
5 were truncated in the research doc's own transcription and all 5
turned out to end "...combat mode"/"...this position", not the
shorter "...combat" a truncated read would suggest.
- SpewBoxState: the gmSpewBoxUI pending/visible queue port (insert-at-0,
dedupe-against-index-0-only, MaxConcurrentItems overflow, per-entry
expiry, one-frame enqueue/drain decoupling). Placed in Core (not
Runtime as the brief's default) because AcDream.UI.Abstractions
references Core but not Runtime, and SpewBoxVM needs to wrap it
directly — the same constraint ChatVM already satisfies against
ChatLog.
- Folded the 4-entry WeenieErrorText.cs into the full table; deleted it.
RUNTIME (AcDream.Runtime):
- RuntimeCommunicationState.AddText(text, type, windowId): the
AddTextToScroll chokepoint. type == ClientLocal -> SpewBox only, never
chat; everything else -> the existing transcript, tagged with type.
- GameEventWiring gains an `onInterfaceText` delegate hole (Core.Net
cannot reference Runtime, so this follows the file's own established
pattern for every other Runtime-owned sink). Rewires 0x028A/0x028B/
UseDone through the full table + router; fixes 0x02EB
CommunicationTransientString's routing type from a CH1-era 0x00
guess to retail's hardcoded ClientLocal (Handle_Communication__
TransientString @0x0057D460).
- LiveSessionEventRouter's 0xF7E0 ServerMessage handler now routes
through AddText with the wire chatType verbatim instead of always
writing ChatLog directly.
- PlayerMovementController gains OnInterfaceText, applied by
RuntimeLocalPlayerMovementState to every controller it installs.
Reports ChargeJump/jump refusals exactly as ClientCombatSystem::
CommenceJump @0x0056AF90 / DoJump @0x0056B110 do — confirmed via
their compiled dispatch that ONLY 0x24/0x48/0x49 produce text;
0x47 (GeneralMovementFailure, fully-constrained/no-stamina) and any
other code are retail-SILENT (DoJump's jump table has exactly 4 real
targets), which contradicts this task's brief ("0x47 -> the
constrained/stamina row per §4.2") — the brief's reading of §4.2
described what jump_is_allowed COMPUTES, not what CommenceJump/DoJump
DISPLAY for it. Implemented the decomp-verified silent behavior.
APP (AcDream.App / AcDream.UI.Abstractions):
- The 5 composition sites that already used RetailLogTextType.ClientLocal
now call Communication.AddText instead of Chat.OnSystemMessage
directly, so they reach the SpewBox instead of the transcript.
- SpewBoxVM (UI.Abstractions) + SpewBoxController (App), modeled
directly on PortalWaitNoticeController. Position/font/colour/
MaxConcurrentItems are placeholders: SpewBoxLayoutDumpDiagnostic
exhaustively swept the installed client_portal.dat's entire LayoutDesc
id range (0x21000000-0x21000075, 101/118 ids populated, sanity-checked
against 3 known ids) and found ZERO elements of class 0x10000016 —
gmSpewBoxUI is mounted from C++ code, not any authored LayoutDesc, so
the dump cannot recover these values.
REGISTER: AP-176 retired (its WeenieError half is now the full table
port); its OnCombatLine half was never in this slice's scope and is
split out to AP-179 so that divergence keeps a row. AP-177 (invented
line lifetime) and AP-178 (invented position/font/colour/max-items)
filed for the presentation placeholders above. AP-175 (PopUpString ->
chat instead of modal) is untouched, not duplicated.
Suite: 11,890 passed / 4 skipped / 0 failed (was 11,835/4/0; +55 net
new tests, 0 regressions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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34d8a3c0e7 |
fix(chat): CH1 review fixes — sbb-idiom channel catch-all, command-output typing
Applies the Opus review findings on CH1 (
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172c6f9aa3 |
feat(chat): Campaign CH slice CH1 — retail LogTextType color table
Retail colors chat lines by the 34-value wire LogTextType (ACE's ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail colors onto one bucket per ChatKind — e.g. every Channel line rendered colorLightBlue (Magic's slot) when retail's actual palette spans five different colors across the Turbine rooms and legacy allegiance family. Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim (RetailChatColorTable, all 34 RGBA floats read from the PDB-paired binary's .data section) and threads a new ChatEntry.LogTextType field through every ingestion site to the correct retail wire value: HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel broadcasts derive their type from the channel bit via the new LegacyChannelChatType helper (ported from the decompiled Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send); TurbineChat rooms map through TurbineChatDisplayNames.LogTextType; CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/ CombatEnemy per Player_Combat.cs; kill/death lines use retail's decompiled 0x00 Default (not a combat color). ChatWindowController's transcript now folds LogTextType through RetailChatColorTable with retail's exact "out-of-range keeps the previous line's color" carry rule; ChatPanel's combat highlighting sources the same table. Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries were wrong). Adds register row AP-175 for the pre-existing (unchanged) Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind description. Narrows ISSUES #139 — its chat-colors half is done. Retail renders no chat timestamp prefix path exists in acdream today, so the "timestamp is always colorGrey 0x0C" rule has nothing to attach to; noted here per the research doc rather than left silent. Research: docs/research/2026-08-09-chat-retail-color-table.md Full Release suite: 11,833 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e5ade796ac |
fix(audio): listening-gate round 1 — tunnel interior sound + ambience in houses (#355 gate)
Two user findings from the Campaign A listening session. 1. The portal tunnel's in-flight sound was silent while its enter/exit cues played. The tunnel's authored SoundTweakedHook drained into the world 3-D path at its synthetic owner's origin (0,0,0) — after A2 that dies twice: the listener is usually beyond the -50 dB no-allocate radius, and the world pool is suspended for the whole transit hold. The cues the user COULD hear were on the interface bus, which has neither problem, and retail's tunnel is gmSmartBoxUI — UI-owned — so that bus is also the faithful route. UiPresentationHookSink now wraps the shared router for the tunnel: sound-bearing hooks go from-centre through the interface bus (AudioHookSink.OnUiHook); every other hook kind still reaches the particle/lighting/translucency sinks unchanged. 2. Ambience cut dead inside houses; retail keeps the outdoor soundscape in sky-lit interiors. This is TS-66, now retired: the ambient listener source resolves the per-cell CEnvCell.seen_outside bit through the physics cache (the same #107 field AdjustPosition reads) and converts the envcell-local origin through the cell's WorldTransform into landblock coordinates before the 3x3 walk centres on it — an outdoor Position's origin is already landblock-local, an envcell's is cell-local, and skipping that conversion would centre the walk wrongly by up to a landblock. A not-yet-resident cell record resolves to silence for that rebuild rather than a wrong walk. Sealed dungeons stay silent, which is retail-correct. The user also reports interiors carrying their own local sound in retail (hearth-type emitters). Statics already register their sound tables and route animation hooks, so the expectation is that the seen_outside fix plus existing emitters covers it; re-listen decides, and anything still missing becomes a precise follow-up. Full Release suite: 11,740 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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dd2cb92b99 |
chore(audio): Campaign A slice A6 — delete what retail does not have
Retail EoR has no music system: the linked winmm MIDI player has zero callers, 'music' appears zero times in the 65 MB decomp, SoundType has no music member, InitPrefs registers no music key, and the install ships no music files. So PlayMusic/StopMusic/MusicVolume and the AudioSettings Music knob are deleted rather than left as an API modelling dead code — the string-keyed signature was the tell, since every other entry point is DID-keyed. Old settings.json files carrying a 'music' key still load; the reader ignores unknown keys and the next save drops it. The Ambient slider is now surfaced, because slice A5 gave it something to drive, and its default returns to retail's 1.0 from an invented 0.8 — InitPrefs defaults every sound preference to unity. The panel rule is unchanged: no slider that does nothing. r05-audio-sound.md gets a SUPERSEDED banner naming its five wrong sections (falloff, pan, voice pool, selection, music, ambient) so a future reader reaches the lane notes instead of the Ghidra-era reads that this campaign spent its first two slices undoing. TS-9 re-scoped from 'any MP3 cue' to the measured blast radius: exactly 1 MP3 among 786 shipped waves, a ~2 s mono clip. Its original framing assumed a music system that does not exist. The ADPCM count remains unmeasured and is named as the open question. Deferred deliberately: #321's sound-cache decode-dedup race. It is a pre-existing concurrency flake rather than audio-parity behaviour, and shipping a speculative fix to a race I have not reproduced is exactly the shortcut this project's no-workarounds rule exists to prevent. Campaign A is code-complete; the plan carries the closeout. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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7c4dd1ade7 |
feat(audio): Campaign A slice A5 — retail's region ambient soundscape
acdream had no ambient system: StartAmbient minted a handle and played nothing. Retail's is a weighted-accumulation + timer-queue engine, not looping voices. On every objcell change (24 m) CellManager::ChangePosition rebuilds per-sound weights over the 3x3 landblock ring x 64 land cells each, decoding each cell's terrain word through the region file's terrain -> scene -> AmbientSTBDesc chain; playback is a min-heap of absolute deadlines drained from the frame tick, where each pop fires a one-shot and re-arms. A continuous bed (base_chance == 0) is non-positional, crossfaded by its share of the TOTAL weight, and re-fired every min_rate seconds — that rate is the author's intended loop period, and re-firing is how retail fakes a sustained bed with no looping voice, re-rolling the variant and the crossfade each time. An intermittent one keeps its authored volume, plays at a random accumulated compass bearing at min + (max-min)*t^2, and is dice-gated. Indoors is silent by design: CEnvCell's contributor is a folded ret and EnvCell carries no sound data. The Opus review caught four bugs before this landed, one fatal: - Cell offsets were built in ABSOLUTE world coordinates and differenced against the listener's STREAMED-frame position, so every one of 576 offsets came out ~32 km, every contribution was culled, and the whole feature was silent with nothing logged. Offsets are now landblock-local the way Position::get_offset builds them, and the streamed-frame position is carried separately for playback, where it belongs. - The cell's weight was added to the shared denominator once per DESCRIPTOR instead of once per CELL, dividing every bed's crossfade by the table's entry count — enough to push a typical authored volume under the 0.03 audibility floor. - The drain used where retail's UseTime is strictly below, so a descriptor authored with a zero rate re-armed at the same instant and spun the frame forever. - Arming only enqueued; retail's UpdatePlayQueue PLAYS and then re-arms, so a newly audible ambient was silent for a full period after the crossing that made it audible. Also: beds now go through retail's single 16-voice priority pool rather than acdream's UI pool (retail has one pool; parking beds in the UI pool let an A4 portal cue chop one mid-wave and discarded the authored priority), and CalcDir's in-block test is XY-only, since CalcWeight includes Z on purpose and CalcDir excludes it on purpose. Two behaviours are knowingly incomplete and registered rather than guessed at slice end: TS-66 (sky-lit interiors should keep the outdoor set) and TS-67 (contribution weight is computed in-plane). Retires TS-29. The frame-loop hook is a typed IAmbientFramePhase, not a callback — the first attempt used an Action<float> and the architecture guard ExtractedUpdateOwners_DoNotRetainAnonymousCallbacks correctly rejected it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6eaa490bb3 |
feat(audio): Campaign A slice A4 — the interface sound bus
Retail's UI sound bank was absent, so three families of cue were silent: the portal enter/exit stingers, the AdminEnvirons dungeon atmosphere (chanting, drums, whispers, thunder — what players remember as dungeon 'music'), and every other interface slot. The bank's DID is not a literal anywhere in retail: GetUISoundTable @0x00563FB0 asks GetByEnum for enum slot 7, and DBCache::GetDIDFromEnum @0x00413940 resolves it through two EnumIDMap hops off the portal dat header's master map. UiSoundTableResolver walks that chain the way RetailCursorResolver already walks it for cursors. Against the shipped dats it resolves to 0x2000004B, and that table holds exactly the 32 UI_* slots (UI_EnterPortal 0x6A .. UI_Thunder6 0x8A) — content that confirms the walk independently of the decode. UiSoundTableResolutionTests pins the walk, the DID, and the content, and skips when dats are absent. Two corrections to the research along the way. The lane-5 note recorded GetByEnum's arguments transposed: the 0x22 it called a fileType is the CACHE type (CLOCache(cache, CSoundTable::Allocator, 0x22)) and the real second-hop key is 0x10000003; walking it the other way finds nothing. And its claim that the interface volume pref applies is wrong — GetAttenuation with ambient=0 multiplies by the EFFECT knob, so retail's interface_sound_volume stays the dead knob lane 1 byte-decoded it to be. EnvironSoundCueMap is an explicit 21-case table read straight out of Handle_Admin__Environs @0x0055DE20, not arithmetic: codes 0x65..0x72 sit 0x11 below their SoundType, but 0x73/0x74 have no case, so 0x75 lands on UI_Squeal (0x84) where an offset gives 0x86, and the switch ends at 0x7B with no 0x7C case. Verified case-by-case against the decomp rather than from the lane note, whose tail table was ambiguous. Cues are attached where retail plays them: the teleport-animation boundary for the portal pair, and the AdminEnvirons handler for the stingers. PlaySoundFromCenter's pan-0 / distance-0 shape is what PlayUiWave already implements after A2. Retires TS-54. Narrows AP-115 to its notice-presentation residual. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e42b99482e |
feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D
Retail is not a 3D audio engine. Every gameplay buffer is created with m_3D = 0 and the DirectSound 3D listener the client sets up is dead code; spatialization is two CPU scalars per voice, frozen at emission. This slice ports that math and demotes OpenAL to a voice bank. RetailSoundMixer (new, Core) carries the byte-decoded curve from SoundManager::GetAttenuation @0x00550020: g = dist < 5 ? vol : 25*vol/d2, clamped to 1 BEFORE the single master multiply, db = ceil(20*log10 g), with a hard -50 dB floor at which retail does not start the voice at all (audible radius ~94.2 m at unity). Pan is PlaySoundInternal @0x00550170's (int)(-15*sin(delta-bearing)) in whole decibels, truncating toward zero, forced to dead centre when (int)distance < 5, with no front/back and no elevation cue. Every AL source is now source-relative with rolloff 0 and the global distance model is None: AL's InverseDistanceClamped was first-power (2/d), quieter than retail up close and far louder at range with no cutoff whatsoever. That was the largest audible divergence in the subsystem (AP-28, retired here). RetailVoicePool (new, Core) ports the allocator at 0x0054FEC0: ring scan for a free or finished slot, then evict the first slot whose DAT priority is strictly lower, else drop. Eviction compared GAIN before, so a loud unimportant sound could silence a quiet important one. It lives in Core because the engine's play path talks to native AL handles and could not be tested; the pool now has 12 conformance tests. The listener keeps using the camera position, which the decode shows is retail-faithful (SmartBox::set_viewer @0x00452D36 hands the same collided camera Position to SoundManager) — only the heading extraction changes, since retail reads one compass bearing and never a forward/up basis. An earlier draft of the plan called this a defect; corrected in the plan so it is not fixed backwards. Opus review found and this commit fixes: a linear pan-to-azimuth mapping that saturated to full separation at 30 degrees (OpenAL Soft's own speaker angle) where retail gives 15 dB — now inverts the constant-power pan law, so full deflection reaches 0.776 of the arc and both channels stay live; the stale FUN_00550ad0 / gain-eviction class header, which contradicted the register row this commit writes; missing discriminating tests for clamp order and pan truncation; dead PlayingGain state whose comment invented a retail symbol; and a third in-tree copy of Position::heading, now delegating to MoveToMath.PositionHeading. MasterVolume folds into the mixer's one multiply instead of AL listener gain, so the cutoff, radius and dB quantisation move with the slider. Register: AP-28 retired; AP-173 (pan law), AP-174 (volume taxonomy), TS-64 (two unimplemented sound prefs), TS-65 (volume-squared quirk, applied on the ambient path only) filed. Research note corrected twice where its summary contradicted its own decode (30 m dB, floor vs trunc). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6bb4cfa795 |
feat(ui): the spell-bar drop ring — retail's authored drag-accept state, and the ring exposed a real drop off-by-one
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The green ring is retail's own art: every UIItem cell carries an authored DragAccept child (catalog 0x21000037, child 0x1000045A), and the spell bar's drag-over handler (SpellCastSubMenu::OnItemListDragOver @0x004C5990) flips it to the Accept state (0x10000040 -> surface 0x060011F9) for any spell payload. Ported through a per-slot SetDragAcceptVisual seam + a catalog DragOverAcceptance hook; other lists are untouched (null acceptance = neutral). A polarity error in our older docs (Accept/Reject state ids swapped) was corrected against three independent sources; the shipped art was always right, only the labels lied. The ring shares ONE landing computation with the drop (FavoriteDropIndex) — and that requirement exposed a genuine #354 off-by-one: the empty-tail path double-applied the -1 adjustment (retail gates it on the lift's removal @0x004C7157), landing a reordered spell second-to-last instead of last. Fixed; discriminator-verified both ways. AP-172 narrowed + its false empty-tail claim corrected. Clean-room complete solution: 11,545 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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81a9d85a1d |
fix(ui): spell-bar drag-reorder works — the per-frame rebuild was destroying the dragged cell (#354)
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Everything already existed — the drag payloads, the favorite wire pair (0x1E3 add-at-position / 0x1E4 remove, byte-confirmed against retail's Event_AddSpellFavorite @0x006A0F70 and ACE), the insert-shift state ops. The bug: lifting a favorite fires SpellbookChanged, the next per-frame Tick rebuilt the bar, the rebuild flushed and recreated every cell, and UiRoot's subtree-removal safety net canceled the in-flight drag whose source had just been destroyed — one frame after every lift, before any drop could land. The rebuild now defers for the duration of the drag gesture, and the drop ports retail's own -1-if-lifted-before-target index adjustment (SpellCastSubMenu::AddFavorite @0x004C7060) so final positions are byte-identical: insert-shift, not swap; drag-out still deletes (the lift's removal stands on a missed drop, retail's shape). The real-pointer-pipeline test fails against the pre-fix code with the exact cancellation and passes after; a discriminator pins that physical-item drop handlers reject the spell payload. AP-172 files the one presentation divergence (mid-drag reflow happens on release, not continuously) — renumbered from the agent's AP-171 draft, which collided with the same-day double-click row. #354 filed and closed. Clean-room complete solution: 11,541 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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d674b99f56 |
feat(ui): double-click-to-buy (AP-171, user-approved) + #353 toolbar text fixes — authored right-justify and two-line name wrap (Fable)
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Double-clicking a vendor shop item now buys through the Buy button's exact quantity/price path — retail has NO double-click-to-buy (the named table sweep's negative evidence stands); the user chose the addition explicitly and AP-171 records it. #353 (pre-existing, user-reported): the stack-count entry is AUTHORED HJustify=2 — right-justified flush against the slider on its own row — and UiField already supported RightAligned; nobody had honored the authored value. The name element is AUTHORED two lines tall (H=31, W=140): long names now word-wrap at the authored pixel width onto a second centered row via two stacked one-line labels reusing the existing centered draw path (WrapNameTwoLines: greedy word break, no hyphenation, second row clips like retail). Ten SelectedObjectController structure tests updated from single-label to first-label access. Lesson re-learned the hard way: the first "green" run used a stale TEST assembly (only the App project had been rebuilt) — the clean-room caught it, per feedback_stale_build_artifacts. Full App 4,329/3 and Core 4,381/1 verified green on properly rebuilt assemblies; the one transient Core Release failure did not reproduce and is noted on #351. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1688863366 |
fix(vendor): the range watcher measures retail's cylinder-gap — the acceptance-band self-close is dead (Fable, from the live trace)
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The vendor-verify gate's trace proved the entire walk-to-use chain succeeding — arrival natural, Use dispatched, UseDone, the full 117-item ApproachVendor — and the panel still never appeared: the range watcher's plain center-distance shortcut (AP-160) closed the session the same frame it opened. The walk stops where the server accepts (cylinder-gap: center minus both radii), which lands ~4.3 m center against the vendor's authored 3 m — inside the acceptance band, outside the watcher's bare-center check. EnforceRange now measures cylinder-gap with both radii resolved through the SAME ResolveObjectTableHost seam the movement arrival uses — the seam whose absence was AP-160's original justification, created by the previous commit's fix. The watcher and the walk agree by construction. Unresolvable hosts degrade an operand to center distance (close-early only, never holding a session ACE ended); heights pass 0 (the host surface exposes radius only). AP-160 narrowed; #352 files the deferred cylinder-vs-center discriminating unit test (needs a 38-member host fake; the live gate covered the behavior today). Clean-room complete solution: 11,536 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |