Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
Three fixes from the first connected round.
The location readout is authored EDITABLE (0x16), so it builds as a UiField —
not the UiText its "00.0S, 00.0W" placeholder suggests. The controller resolved
it as text, got null, and threw every write away in silence: Record reached the
model and reached the FILE, and never reached the screen. That is exactly what
was reported, and it is a whole class of bug, so the sweep that found it is now
a test over every element all three controllers bind.
The handlers mutated the model and left redrawing to the next frame's Tick.
Retail's ListenToElementMessage @0x004968D0 ends every one of them in Update()
instead — at the moment of the click. The deferred version happened to work in
the client and made the behaviour untestable and a frame late; the notes-page
tests I had not written until now fail against it.
Abandon is wired. "Retail's abandon path is a contract-registry command we have
not ported" was wrong — it is game action 0x0316 with a single contract id, and
ACE replies with the 0x0315 delete QT3 already handles. Nothing is removed
locally, so a refusal leaves the quest visibly intact rather than vanishing it
optimistically and having it reappear on the next full table.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Adds the outbound HouseQuery action (0x021E, ClientCommandRequests.
BuildHouseQuery / WorldSession.SendHouseQuery — ACE GameActionHouseQuery.
Handle reads no payload) and inbound parsers for all four House wire
opcodes GameEventType already defined (0x0225-0x0228, gmHouseUI::PostInit's
registered notice handlers): GameEvents.ParseHouseData (BuyTime/RentTime/
Type/MaintenanceFree/Buy list/Rent list/Position — the Position field
reuses CreateObject.ServerPosition's existing 32-byte Cell+Pos.XYZ+
Rotation.WXYZ shape rather than a new type), ParseHouseStatus (WeenieError
u32), ParseUpdateRentTime, ParseUpdateRentPayment. Wire shapes verified
against ACE's HouseDataExtensions/HousePaymentExtensions (references/ACE/
Source/ACE.Server/Network/Structure/HouseData.cs, HousePayment.cs) — noted
that ACE's own UpdateRentTime/UpdateRentPayment writers are stubs (always
0u / always an empty list), captured as such rather than assumed live.
GameEventWiring.WireAll gets four new optional delegate holes
(onHouseData/onHouseStatus/onHouseUpdateRentTime/onHouseUpdateRentPayment)
following the exact trade-family precedent — registered only when non-null,
every existing caller compiles unchanged.
This is the "enum/parser groundwork" half of Slice 4's pre-authorized
fallback. NOT included (filed as an ISSUES entry): a RuntimeHouseState
GameRuntime owner (construction-transaction ceremony, fault-injection
points, disposal/convergence tracking — the same weight as
RuntimeTradeState's integration, judged disproportionate for tonight
alongside the completed Map tab), HousePageController's real Lines/
OnShown wiring, the DisplayPurchaseTimeText port, and the six other
Display* line builders. The House tab currently mounts with genuinely
empty content, matching retail's own PostInit (verified via
MapHousePanelSlotProbeTests' live-DAT probe, not assumed).
9 new HouseEventsTests (parser round-trips + truncation), 1 new
GameEventWiringTests case (all four opcodes reach their callbacks).
Core.Net.Tests: 1004/1004 passed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.
Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.
HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.
Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.
Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(9966b531 baseline 10,858/4/0; +9 = the 9 tests added). Coverage includes both
known-true rejections, the known-false success case, the tri-state unknown
case, the 12-byte wire envelope, and @pklite resolving as ClientHandled rather
than falling through to the server-text path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Resolve the authored spell shortcut row prototype so the spellbook presents the retail icon, name, separator, selected overlay, and scrollbar geometry. Port exact school and level filters, stable display ordering, selection exposure, and learned-spell drags into the open favorite bar.
Route deletion through the shared retail confirmation dialog and send CM_Magic::Event_RemoveSpell only after an affirmative answer, leaving the inbound server notice authoritative for list state.
Co-Authored-By: Codex <noreply@openai.com>
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.
Co-Authored-By: Codex <codex@openai.com>