# Slice 5 research — vendor browse lifecycle **Date:** 2026-08-08 **Scope:** Slice 5 of `docs/plans/2026-07-23-world-interaction-completion.md` — "Vendor use opens the authored vendor surface, publishes its inventory, and supports retail selection/browsing." Buy/sell transactions, quantities, and authoritative reconciliation are Slice 6 and explicitly fenced out below (Section D). **Verified starting point:** repo HEAD at research time was `fa0c053e` ("docs(physics): #347 closed WITHOUT a code change..."), which is at/after the required `fa0c053e` gate. This document makes no code changes; it is a research foundation only. **Reference hierarchy used** (per `CLAUDE.md`): named-retail decomp (`docs/research/named-retail/acclient_2013_pseudo_c.txt` + `symbols.json`) is the top oracle for client behavior. ACE (`references/ACE/`) is authoritative for what the server sends/validates. holtburger (`references/holtburger/`) is authoritative for what a real client actually sends and how a full client models the state. Chorizite.ACProtocol (`references/Chorizite.ACProtocol/`) is a clean-room field-order cross-check. Where two sources could plausibly disagree, this document says which one the project's hierarchy prefers — in every case investigated here they agreed byte-for-byte. --- ## A. The wire (browse only) ### A.1 — What the client sends to open a vendor There is **no vendor-specific open message**. Opening a vendor rides the ordinary **`GameAction 0x36 — UseItem`** (`Use`) action — the exact same opcode already used for every other "double-click to use" interaction (containers, doors, levers, Slice 4's equipped-child picking, etc.). - ACE: `GameActionType.Use = 0x0036` — `references/ACE/Source/ACE.Server/Network/GameAction/GameActionType.cs:28`. Handler: `GameActionUseItem.Handle` → `session.Player.HandleActionUseItem(itemGuid)` — `references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionUseItem.cs:5-16`. `HandleActionUseItem` resolves the guid, optionally walks the player to it, then calls `TryUseItem(item)` → `references/ACE/Source/ACE.Server/WorldObjects/Player_Use.cs:176-241`. `TryUseItem` calls `item.OnActivate(this)`, which (for a `Vendor`, whose `ActivationResponse` includes `Use`) dispatches virtually to `Vendor.ActOnUse` — `references/ACE/Source/ACE.Server/WorldObjects/Vendor.cs:229-266`. - holtburger: `AppAction::OpenShop { vendor }` → `result.commands.push(ClientCommand::Use(vendor))` — `references/holtburger/apps/holtburger-cli/src/pages/game/domains/trade_vendor.rs:40-49`. Confirms a real client also just sends the ordinary Use command; there is no `ClientCommand::OpenVendor`. - acdream already sends this opcode today: `InteractRequests.UseOpcode = 0x0036` — `src/AcDream.Core.Net/Messages/InteractRequests.cs:29`. **No new outbound message is needed for Slice 5.** - The retail client's own use-classification policy already special-cases vendors: `PublicWeenieFlags.Vendor = 0x00000200` (retail `PublicWeenieDesc::BitfieldIndex`, `acclient.h:6431`, verified at binary `0x005884B6`/`0x00588752`) — `src/AcDream.Core/Items/ItemInteractionPolicy.cs:21`. A vendor NPC's `Useability` marks it `IsUseable`, so `ItemInteractionPolicy.DecideUse` falls into the plain `SendUse` + `IncrementBusy` branch (`src/AcDream.Core/Items/ItemInteractionPolicy.cs:267-288`) — the exact same path already exercised by every other useable NPC/object. ### A.2 — What the server sends back: `ApproachVendor` (GameEvent `0x0062`) `GameEventType.ApproachVendor = 0x0062` — `references/ACE/Source/ACE.Server/Network/GameEvent/GameEventType.cs:16`; already declared in acdream at `src/AcDream.Core.Net/Messages/GameEventType.cs:26` (currently unhandled — `GameEventDispatcher` will count it in `UnhandledCounts` until Slice 5 wires a handler). Full field-by-field wire layout, cross-verified across **three independent sources** (ACE's writer, retail's `VendorProfile::UnPack`/`ItemProfile::UnPack` decompiled reader, and Chorizite's generated reader/writer) with **zero disagreement**: | # | Field | Type | ACE source | Retail source | Chorizite name | |---|---|---|---|---|---| | 1 | Vendor's own guid | `u32` | `GameEventApproachVendor.cs:14` | `Handle_VendorInfo` `edi = *(u32*)eax` (`pc:370614`) | `Vendor_VendorInfo.ObjectId` | | 2 | `MerchandiseItemTypes` (categories the vendor buys) | `u32` (`ItemType`) | `:17` | `VendorProfile::UnPack` `item_types` (`pc:484940`) | `VendorProfile.Categories` | | 3 | `MerchandiseMinValue` | `u32` | `:18` | `min_value` (`pc:484943`) | `VendorProfile.MinValue` | | 4 | `MerchandiseMaxValue` | `u32` | `:19` | `max_value` (`pc:484946`) | `VendorProfile.MaxValue` | | 5 | `DealMagicalItems` | `u32` (0/1) | `:21` `Convert.ToUInt32` | `magic` (`pc:484949`) | `VendorProfile.DealsMagic` (bool) | | 6 | `BuyPrice` (rate applied when the vendor **buys from** the player — i.e. what the player receives when selling) | `float` | `:23` | `buy_price` (`pc:484952`) | `VendorProfile.BuyPrice` | | 7 | `SellPrice` (rate applied when the vendor **sells to** the player — i.e. what the player pays when buying) | `float` | `:24` | `sell_price` (`pc:484955`) | `VendorProfile.SellPrice` | | 8 | Alternate-currency wcid (`AlternateCurrency ?? 0`) | `u32` (dat id) | `:27` | `trade_id.id` (`pc:484960`) | `VendorProfile.CurrencyId` | | 9 | Player's current holding of that currency + amount just spent (0 if pyreal vendor) | `u32` | `:37,44` | `trade_num` (`pc:484961`) | `VendorProfile.CurrencyAmount` | | 10 | Alt-currency plural name (empty string if pyreal vendor) | `String16L` | `:40,45` | `trade_name` (`PStringBase::UnPack`, `pc:484963`) | `VendorProfile.CurrencyName` | | 11 | Item count | `u32` (`vendor.DefaultItemsForSale.Count + UniqueItemsForSale.Count`) | `:50` | `PackableList::UnPack` count prefix (`pc:370625`) | `Vendor_VendorInfo.Items` (list length prefix) | | 12..N | Per-item entries (see below) | — | `:52-61` | — | `List` | **Field-name naming trap (worth flagging loudly for the contract):** retail's client-side `VendorProfile::VendorSellPrice(profile, pwd, stack)` computes what **you pay to buy** an item — it uses the `sell_price` field (field 7 above), i.e. "the price at which the vendor is selling." ACE's server-side `Vendor.GetSellCost` (`Vendor.cs:577-585`) is the same computation and uses `SellPrice` (same field). Conversely `VendorBuyPrice`/`GetBuyCost` (what the vendor pays when **you sell to it**) uses `buy_price`/`BuyPrice`. The names read backwards from an English-first intuition ("BuyPrice" sounds like "price I pay to buy," but it's actually "price the vendor pays when buying from you"). Any pricing helper in acdream should carry an explicit doc comment quoting this inversion. **Per-item encoding** — confirmed to be the **full CreateObject-style weenie description**, not a compact profile. Retail's `ItemProfile::UnPack` (`pc:484668-484742`, symbol `0x005D1910`): 1. Packed `u32`: low 24 bits = stack size (sign-extended; `0xFFFFFF` ⇒ `-1` ⇒ unlimited supply), high 8 bits = `pwdType` (`-1` = new `PublicWeenieDesc`, `1` = legacy `OldPublicWeenieDesc`, always `-1` in practice). Matches ACE's writer exactly: `Writer.Write(stackSize & 0xFFFFFF | -1 << 24)` — `GameEventApproachVendor.cs:58`. 2. `u32` item guid (`iid`) — read **before** the desc body, i.e. it is a distinct field from whatever the desc-body parser reads. 3. The desc body itself: `pwd->vtable->UnPack(arg2, arg3)` — this is the **same `PublicWeenieDesc` unpack used by ordinary `CreateObject`**, minus model/physics data. ACE confirms: `obj.SerializeGameDataOnly(writer)` → `SerializeCreateObject(writer, gamedataonly: true, ...)` — `references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Networking.cs:39-58`. `SerializeCreateObject` writes `Guid` first (matching step 2 above, since `gamedataonly` still writes the guid, just skips `SerializeModelData` + `SerializePhysicsData`), then the `weenieFlags`/name/wcid/icon/itemType/ `objDescriptionFlags` fixed prefix and the same conditional tail fields (`PluralName`, `ItemsCapacity`, `Value`, `Useability`, `StackSize`, `WielderId`, `ValidSlots`, etc.) that every `CreateObject` carries. Chorizite's `PublicWeenieDesc.generated.cs` (`Read`/`Write`, lines 226-480) is the exact field-by-field cross-check and matches `WorldObject_Networking.cs:56-130` bit-for-bit. 4. Retail's `gmVendorUI::OpenVendor` (`pc:203650`, `0x004C4BA0`) then materializes **each list item as a full `CWeenieObject`** via `CFactory::MakeCWeenieObject` and registers it in `ClientObjMaintSystem`/`CObjectMaint` — the same object table every other spawned entity lives in (`pc:203720-203748`). Vendor items are not a separate lightweight vendor-item record in retail; they are ordinary client objects with no spatial presence. **Recommendation:** acdream's `ClientObjectTable` should host vendor items the same way (see C.2/C.5). `decode_vendor_item_supply` in holtburger confirms the sign-extension handling for the packed stack-size field independently: `references/holtburger/crates/holtburger-world/src/hydration.rs:33-40` (`(packed << 8) as i32 >> 8`, negative ⇒ unlimited), with tests at `hydration.rs:320-330`. ### A.3 — How browsing stays current; what closes it server-side **The list is a full snapshot, not incrementally updated.** Each `ApproachVendor` is a complete replace (whole `VendorProfile` + whole item list); there is no delta/patch opcode for vendor contents in ACE or the retail decomp. A fresh `ApproachVendor` arrives on: initial open (`Vendor.ActOnUse` → `ApproachVendor(player, VendorType.Open)`, `Vendor.cs:246-266`), after a successful buy (`FinalizeBuyTransaction` → `vendor.ApproachVendor(this, VendorType.Buy, ...)`, `Player_Commerce.cs:112`), and after a successful sell (`ProcessItemsForPurchase` → `ApproachVendor(player, VendorType.Sell)`, `Vendor.cs:661`). All three are Slice 6 triggers (buy/sell); Slice 5 only needs to handle the initial-open case, but the parser/state owner should be built expecting **replace semantics** (mirroring how `ExternalContainerState`/`ViewContents` already model "authoritative full replace," see C.2). **Server-side close is polling, not a push.** `Vendor.CheckClose` runs every `closeInterval = 1.5f` seconds (`references/ACE/Source/ACE.Server/WorldObjects/Vendor.cs:322-367`) and, if the last-interacting player has moved beyond `UseRadius`, calls `EmoteManager.DoVendorEmote(VendorType.Close, ...)` — this is a **cosmetic emote broadcast** (goodbye animation/chat text via `EmoteManager.DoVendorEmote` → `references/ACE/Source/ACE.Server/WorldObjects/Managers/EmoteManager.cs:1763-1770`), **not a distinct wire opcode that tells the client to close its panel.** There is no server→client "vendor closed" GameEvent. Retail's own client independently tracks distance and closes locally: on open, `gmVendorUI::OpenVendor` registers a range watcher — `CPlayerSystem::RegisterObjectRangeHandler(..., eax->id, eax->pwd._useRadius, ...)` (`pc:203677`, `0x004C4C34`) — and `gmVendorUI::OnObjectRangeExit` (`pc:199486`, `0x004C02F0`) calls `gmVendorUI::CloseVendor` when that handler fires. `gmVendorUI::CloseVendor` (`pc:202080`, `0x004C3020`) clears the buy/sell/items sub-UI, calls `CPlayerSystem::UnregisterObjectRangeHandler`, and resets shop state. This confirms **the client, not the server, owns the close decision** — retail's client independently watches distance client-side (belt-and-suspenders with ACE's server-side emote, which is purely cosmetic). Also: reopening the *same* vendor id while already open does **not** tear down the sub-UIs — `gmVendorUI::OpenVendor` only calls `CloseVendor(true)` (same-vendor flag) when `shopVendorID` was already set and matches, which skips the sub-UI clear (`pc:203664-203668`). Reopening a *different* vendor while one is open closes the old one first. This matters for the reset lifecycle contract (C.2): "reset on any new `ApproachVendor` for a different guid; refresh-in-place on a same-guid `ApproachVendor`." ### A.4 — What the client sends when the panel closes **Nothing.** Closing the vendor panel is entirely client-local UI state with no outbound wire message. Confirmed in two independent places: - holtburger: `AppAction::ClearVendor => { state.view.vendor = None; }` — `references/holtburger/apps/holtburger-cli/src/pages/game/domains/trade_vendor.rs:95-98`. No command is pushed to the outbound queue. - ACE has no `HandleAction*CloseVendor*` handler anywhere in `references/ACE/Source/ACE.Server/WorldObjects/` (only `HandleActionBuyItem`/`HandleActionSellItem` exist — `Player_Commerce.cs:22`, `126`). - Retail's `gmVendorUI::CloseVendor` (`pc:202080`) is a pure UI-teardown function; it does not build or send a message. There is one indirect trigger: holtburger clears the vendor view when a *trade* (player-to-player) starts (`ClientViewEvent::TradeStateUpdated`, `trade_vendor.rs:134-137`), which is a local UX choice (only one modal commerce surface at a time), not a protocol requirement. --- ## B. Retail client mechanism (named-retail decomp) 685 lines in `acclient_2013_pseudo_c.txt` reference "Vendor." The full symbol family (`docs/research/named-retail/symbols.json`), with addresses: | Symbol | Address | Role | |---|---|---| | `ClientUISystem::Handle_VendorInfo` | `0x00565D10` | Entry point for the inbound `ApproachVendor` message; unpacks `VendorProfile` + item list, then fans out via `CM_Vendor::SendNotice_OpenVendor` | | `VendorProfile::UnPack` / `::VendorProfile` | `0x005D1D20` / `0x005D1BE0` | Wire unpack for the profile header (field table above) | | `ItemProfile::UnPack` / `::Pack` | `0x005D1910` / `0x005D1890` | Wire unpack for each shop item | | `VendorProfile::VendorSellPrice` / `::VendorBuyPrice` | `0x005D1B00` / `0x005D1B70` | Client-local price computation (see B.1) | | `VendorProfile::InqAcceptability` / `::IsAcceptable` | `0x005D1A90` / `0x005D1B50` | Sell-eligibility filter (item type/value/magic) — Slice 6 territory but touches the browse UI (see D) | | `ShopSystem::BuyPrice` / `::SellPrice` | `0x006B6120` / `0x006B6180` | The actual rounding formula (see B.1) | | `gmVendorUI::Create` | `0x004C26A0` | Panel factory (`LayoutDesc`-driven `UIElement` construction) | | `gmVendorUI::OpenVendor` | `0x004C4BA0` | Panel-level open handler — receives the already-unpacked profile+list | | `gmVendorUI::CloseVendor` | `0x004C3020` | Panel-level close/reset | | `gmVendorUI::ResetShopState` | `0x004C26D0` | Full shop-state reset (buy list, sell list, filters) | | `gmVendorUI::OpenTab` | `0x004C0390` | Switches the Buy/Sell tab | | `gmVendorUI::OnObjectRangeExit` | `0x004C02F0` | Client-side distance-close trigger (see A.3) | | `VendorItemsUI::OpenVendor` / `::UpdateItemsList` / `::UpdateItemsUI` / `::AddTypeFilter` / `::ListContainsType` | `0x004C16D0` / `0x004C1EA0` / `0x004C38E0` / `0x004C05C0` / `0x004C0D90` | The item-list sub-panel: population, category-tab filtering | | `VendorBuyUI::OpenVendor` / `::UpdateBuyUI` / `::UpdateTotalValue` / `::UpdateTransactionValue` | `0x004C49D0` / `0x004C0E10` / `0x004C33D0` / `0x004C3150` | Buy-side sub-panel (Slice 6, but shares the item list — see D) | | `VendorSellUI::OpenVendor` / `::AddItemToSell` / `::DragItemAcceptable` | `0x004C2FB0` / ... | Sell-side sub-panel (Slice 6) | | `CM_Vendor::SendNotice_OpenVendor` / `::SendNotice_CloseVendor` / `::SendNotice_AddItemToSell` | `0x0055F...`-family | Internal (non-network) client notice-bus fanout from the wire handler to the UI listeners | | `CM_Vendor::Event_Buy` / `::Event_Sell` | `0x006AA0F0` / `0x006AA000` | Outbound buy/sell message builders (Slice 6) | ### B.1 — Panel open/close, list population, tabs, price display `ClientUISystem::Handle_VendorInfo` (`pc:370610-370649`) is the routing entry point: reads the vendor guid, unpacks `VendorProfile`, unpacks the `PackableList`, then calls `CM_Vendor::SendNotice_OpenVendor(vendorGuid, &profile, &itemList, mode)` where `mode` is `2` (Open/Buy tab) or `3` (Sell tab), chosen by whether this reply correlates to the client's own tracked `attemptOpenVendorID` (a client-side request-correlation token, analogous to acdream's `RuntimeInteractionTransactionState` request tracking — see C.1). If a pending sell-item id (`attemptSaleObjectID`) is also armed, a second internal notice (`SendNotice_AddItemToSell`) fires. **For Slice 5's browse scope, the practical rule is: opening a vendor via ordinary Use always yields mode 2 (Buy/browse tab), since `attemptOpenVendorID` is only armed by a sell-drag action (Slice 6).** `gmVendorUI::OpenVendor(vendorId, profile, itemList, mode)` (`pc:203650-...`) is the panel controller reached via that notice: 1. If a *different* vendor is currently open, it force-closes the old one first (`CloseVendor(false)`); reopening the *same* vendor id refreshes in place (`CloseVendor(true)`, skipping sub-UI teardown). 2. Registers a distance watcher: `CPlayerSystem::RegisterObjectRangeHandler` keyed to the vendor's own `UseRadius` (`pwd._useRadius`) — this is what drives the client-local auto-close (A.3). 3. Copies the profile and item list into panel-owned storage (`VendorProfile::operator=`, `PackableList::operator=`). 4. Materializes every list item as a full `CWeenieObject` in `ClientObjMaintSystem` (already covered in A.2 point 4) — items you have never seen a `CreateObject` for still get a real client object, since the `PublicWeenieDesc` in the `ItemProfile` is sufficient to construct one. 5. Opens a tab by authored control id: **`UIElement_Panel::OpenTab(panel, 0x100000B9)`** for mode 2 (Buy/browse) or **`0x100000BB`** for mode 3 (Sell) — `pc:203791`/`203801`. These are concrete DAT UI-element ids baked into the executable; they are strong candidates for the browse panel's own tab-control ids once the panel's own `LayoutDesc` is dat-extracted (see B.3 — the numeric neighborhood matches other already-confirmed vendor- adjacent ids like the examination window's `0x100000B5/B6/71/72`). **Category/type filtering** happens in `VendorItemsUI` — `AddTypeFilter` (`0x004C05C0`) and `ListContainsType` (`0x004C0D90`) drive the tab-per- item-type UI (weapons/armor/misc tabs seen in retail vendor windows), fed by `UpdateItemsList`/`UpdateItemsUI` (`0x004C1EA0`/`0x004C38E0`). This is squarely "supports retail selection/browsing" (in Slice 5's stated scope) but has not been read in exhaustive detail here — flagged as an open question (see bottom). **Price display is computed client-side, not sent pre-computed.** Neither `VendorProfile` nor `ItemProfile`/`PublicWeenieDesc` carries a "displayed price" field — only the item's raw `Value` and the vendor's `buy_price`/ `sell_price` rates. The client computes the number shown in the list itself: - `VendorProfile::VendorSellPrice(profile, pwd, stackCount)` (`pc:484801-484813`, `0x005D1B00`) — "price to buy this from the vendor" — calls `ShopSystem::SellPrice(perUnitValue, itemType, sell_price, stackCount)`. - `ShopSystem::SellPrice` (`pc:702107-702128`, `0x006B6180`): `max(1, ceil(rate * value * stackCount - 0.1))`, where `rate = 1.15` if `itemType == PromissoryNote` else `sell_price`. - `ShopSystem::BuyPrice` (`pc:702082-702103`, `0x006B6120`): `max(1, floor(rate * value * stackCount + 0.1))`, where `rate = 1.0` if `PromissoryNote` else `buy_price`. These are **byte-identical** to ACE's server-side `Vendor.GetSellCost`/ `GetBuyCost` (`Vendor.cs:573-599`: `Math.Max(1, (uint)Math.Ceiling((sellRate * value) - 0.1))` and `Math.Max(1, (int)Math.Floor((buyRate * value) + 0.1))`). Three-way cross-check (retail decomp, ACE server formula, and the fact that ACE's formula is what actually determines the transaction) with zero disagreement. **Recommendation:** port `ShopSystem::BuyPrice`/`SellPrice` as a small pure `Core` function (e.g. `VendorPricing.SellPrice`/`BuyPrice`) so Slice 5's item-list rows can show the retail-correct number, with the naming-inversion warning from A.2 called out in the doc comment. ### B.2 — How retail reacts to the approach-vendor event; teardown Already covered in A.3/B.1: `ClientUISystem::Handle_VendorInfo` is the sole routing entry (there is no separate "OpenVendor" opcode — everything comes through the one `ApproachVendor`/`0x0062` GameEvent), it fans out via the internal `CM_Vendor::SendNotice_OpenVendor` notice bus to `gmVendorUI::RecvNotice_OpenVendor` (a listener registration, symbol present in `symbols.json` but not read in detail here), and `gmVendorUI` is the state object that owns `shopVendorID`, `shopVendorProfile`, `shopItemProfileList`, and the sub-UI panels. Teardown is `gmVendorUI::CloseVendor` (client-local, distance-triggered or different-vendor-triggered — never server-pushed). ### B.3 — LayoutDesc/DAT identity `docs/research/retail-ui/UI-DATAIDS.md:229-236` explicitly states the vendor panel (along with Trade/Allegiance/Fellowship/Combat/Tooltip) is **"confirmed to exist... but their per-panel sprite IDs live entirely inside their LayoutDesc records... [and] will populate this section after the first dat-extraction pass."** The vendor panel's own top-level `LayoutDesc` id (the `0x210000xx`-range analog of the examination window's `0x2100006B`) has **not yet been dat-extracted or recorded anywhere in the repo.** Slice 5 will need to find it via the same import-and-search mechanism Slice 3 used (see C.3), not a pre-existing citation. What **is** already a concrete, retail-sourced constant: the two tab control ids opened by `gmVendorUI::OpenVendor` — `0x100000B9` (Buy/browse tab) and `0x100000BB` (Sell tab) — both baked directly into the executable at `pc:203791`/`203801`. These sit in the same numeric neighborhood as other already-confirmed vendor-adjacent/list-UI ids: `AppraisalUiController`'s scrollbar/list ids (`0x100000B5` horizontal scrollbar, `0x100000B6` item list, `0x10000071`/ `0x10000072` decrement/increment buttons — `docs/plans/2026-07-23-world-interaction-completion.md:286-289`). This is circumstantial but suggestive: Turbine's UI designers assigned these ids in a contiguous block, so the vendor panel's root/child ids likely live nearby and should turn up quickly once `LayoutImporter` is pointed at a plausible `client_local_English.dat` `LayoutDesc` range (the same brute-force/known- neighbor search Slice 3 used to locate `0x2100006B`/`0x100005F2` — see the git history / research notes for that discovery if a more exact recipe is needed; it was not separately re-derived here since the concrete outcome [`AppraisalUiController.LayoutId`/`RootId`] is what matters as the precedent). **Precedent citation for "how Slice 3 found its layout id":** `AppraisalUiController` (`src/AcDream.App/UI/Layout/AppraisalUiController.cs:17-44`) declares `LayoutId = 0x2100006Bu`, `RootId = 0x100005F2u`, and every other authored control as `public const uint` fields resolved by `layout.FindElement(id)` after `LayoutImporter.Import(dats, LayoutId, RootId, ...)` succeeds. The wiring site (`src/AcDream.App/UI/RetailUiRuntime.cs:970-1068`, `MountAppraisal()`) is the exact template to replicate for a `MountVendor()` method (see C.3). --- ## C. Existing acdream seams (read-only — nothing here was modified) ### C.1 — The use/interaction path a vendor-open rides on Confirmed: vendor-open is not a new interaction path — it rides the **exact same** `ItemInteractionController` → `ItemInteractionPolicy.DecideUse` → `SendUse` → `_requestUse` reservation → J5.2's `RuntimeInteractionTransactionState` strict-use-gate path already used by Slice 4 (equipped-child picking) and every other useable object: - `src/AcDream.App/UI/ItemInteractionController.cs:877-924` (`ExecuteUseActions`, case `ItemPolicyActionKind.SendUse`) routes through `_requestUse(action.ObjectId, reservation)` when a `requestUse` delegate is supplied (it always is in production wiring), which is the J5.2 strict-use-gate reservation described in `docs/research/2026-07-26-slice-j5-2-interaction-transactions.md`. - **The vendor-specific hook already exists but is unwired**: `ItemInteractionController` has a `Func _activeVendorId` parameter (`ItemInteractionController.cs:48`, `85`, `120`) that defaults to `() => 0u` and is **never given a real value anywhere in the codebase** (`grep` for `activeVendorId`/`ActiveVendorId` across `src/` turns up only the declaration and the one policy consumer). `ItemInteractionPolicy` already uses it: `if (input.ActiveVendorId != 0 && source.ContainerId == input.ActiveVendorId) return Consumed();` (`ItemInteractionPolicy.cs:227-228`) — i.e. "using" an item that's inside the currently-open vendor's shop (browsing/clicking a shop-list row) is swallowed as a no-op rather than sent as an ordinary Use, matching retail's `UseObject` short-circuit for items already inside an open shop window. **This is the concrete branch point question C.1 asked about**: Slice 5 needs to (a) build the vendor state owner, (b) wire its "currently open vendor guid" into `activeVendorId` at the `ItemInteractionController` construction site (currently defaulted everywhere), closing a gap that has existed since before this research. - `PublicWeenieFlags.Vendor = 0x00000200` (`ItemInteractionPolicy.cs:21`) is already ported and already used for the drag-to-sell branch (`SellToVendor` action, `DecidePlacement`, `ItemInteractionPolicy.cs:357-363`) — that's Slice 6 territory (dragging a player item onto the vendor NPC), but confirms the flag itself is already correctly decoded from `PublicWeenieDesc` for any vendor NPC's `CreateObject`. ### C.2 — Where vendor session state should live (Runtime ownership) **Recommendation: a new `VendorState` Core class, owned as a new child of `RuntimeInventoryState`, following the `ExternalContainerState` shape.** Reasoning, grounded in the two closeout docs: - `docs/research/2026-07-26-slice-j4-2-inventory-state.md`: `RuntimeInventoryState` (`src/AcDream.Runtime/Gameplay/RuntimeInventoryState.cs`) is the "single presentation-independent owner for the live external-container state, item-mana state, shortcut assignments, desired spell-component counts, and the retail one-inventory-request-at-a-time transaction gate." It borrows J3's `ClientObjectTable` (`RuntimeInventoryState.cs:54`, `Objects => _entityObjects.Objects`) and exposes each child as a property (`ExternalContainers`, `ItemMana`, `Shortcuts`, `Transactions`) plus a `RuntimeInventoryOwnershipSnapshot` used for reset/teardown convergence checks (`RuntimeInventoryState.cs:6-31`, `62-74`) and a `Dispose()` that resets every child in a fixed order (`137-161`). A `VendorState` slots in exactly the same way: a new property, a new line in `RuntimeInventoryOwnershipSnapshot`, a new `Try(...)` call in `Dispose()`, and (per A.3's "reset on portal/reconnect" requirement) a new `ResetVendor()` method called from wherever `ResetExternalContainer()`/ `ResetTransactions()` are called today (session reset, portal-out, disconnect — the generation/lifecycle contract every other J4/J5 child follows). - **Shape to copy**: `ExternalContainerState` (`src/AcDream.Core/Items/ExternalContainerState.cs`) is the closest existing analog — "an authoritative server-driven full-replace view keyed by a requested/current id, with a `Changed` event for presentation observers." A vendor session is conceptually identical: request-open (fires on the Use action), apply-open (fires on `ApproachVendor` matching the requested id), apply-close (client-local distance/switch trigger, A.3), reset (portal/disconnect). The main structural difference from `ExternalContainerState` is that a vendor session also carries a **profile** (rates/currency/categories) and an **item list**, not just a container id — so `VendorState` is a slightly richer sibling, not a literal subclass. - **Naming precedent**: holtburger's own full-client implementation independently arrived at the exact name `VendorState` (`references/holtburger/crates/holtburger-world/src/vendor.rs:98-108`, fields: `vendor_guid`, `items: Vec`, `buy_multiplier`, `sell_multiplier`, `merchandise_item_types`, `alternate_currency_wcid`, `alternate_currency_amount`, `alternate_currency_name`) — a strong independent signal that this is the natural shape/name, not an acdream-specific invention. - J5.2's `RuntimeInteractionTransactionState` (`docs/research/2026-07-26-slice-j5-2-interaction-transactions.md`) is the natural home for **request correlation** if Slice 5 wants to faithfully port retail's `attemptOpenVendorID` token (B.1) — it already owns "last ordinary or targeted-use source/target identity" and the typed Activate/Use/Pickup FIFO. For Slice 5's browse-only scope this is optional polish (the mode-2-vs-3 tab distinction only matters once sell-drag exists in Slice 6); flagged as an open question below. ### C.3 — Authored-panel infrastructure (Slice 3's precedent, to replicate) Complete, concrete template, read end-to-end: 1. **Controller** (`src/AcDream.App/UI/Layout/AppraisalUiController.cs`): implements `IRetainedPanelController` (`src/AcDream.App/UI/IRetainedPanelController.cs` — `OnShown`/`OnHidden`/ `OnDescendantFocusChanged`, all default no-ops; "the window manager owns visibility, focus, capture, geometry, and teardown ordering"). Declares every authored control id as a `public const uint` resolved later via `layout.FindElement(id)`. Exposes a static `Bind(...)` factory that takes the `ImportedLayout` plus every Core dependency the controller needs (object table, interaction controller, selection state, etc.) and a `show`/`close` action pair, returning `null` if a required authored control is missing from the imported layout (defensive — the panel simply doesn't mount rather than crash). 2. **Wiring site** (`src/AcDream.App/UI/RetailUiRuntime.cs:970-1068`, `MountAppraisal()`): - `LayoutImporter.Import(dats, LayoutId, RootId, resolveSprite, defaultFont, resolveFont)` → `ImportedLayout?` (null if the `LayoutDesc`/root id pair isn't found in the dats — logged and bailed). - Any per-panel asset factories (row templates, name resolvers) loaded from the same dat lock. - `XxxController.Bind(layout, ...dependencies..., show: () => Host.ShowWindow(WindowNames.X), close: () => CloseWindow(WindowNames.X), ...)`. - `RetailWindowFrame.Mount(Host.Root, layout.Root, resolveSprite, new RetailWindowFrame.Options { WindowName, Chrome = RetailWindowChrome.Imported, Left/Top/ContentWidth/ContentHeight = root's authored geometry, AuthoredGeometryRevision = 1, Visible = false, ResizeX/Y, MinWidth/MinHeight, ConstrainDragToParent/Resize, ContentClickThrough, Controller = controller })` → `RetailWindowHandle`. This is what gives Slice 3's window its "independent movable/resizable retail floaty" behavior and its foreground-stacking — all owned by `RetailWindowFrame`/`Host`, not by the controller. - Window name registered in `src/AcDream.App/UI/WindowNames.cs` (e.g. `public const string Examination = "examination";` at line 24) — Slice 5 needs a new `WindowNames.Vendor` (or similar) constant. 3. **Foreground stacking / show-close semantics**: `Host.ShowWindow(name)` / `CloseWindow(name)` are the only calls the controller needs; the window manager (`Host`) handles z-order, focus, and drag/resize bounds uniformly across every retained window. Slice 5 does not need to reinvent any of this — it needs a `MountVendor()` sibling to `MountAppraisal()`. ### C.4 — Inbound-message routing (where a new `0x0062` handler registers) ACE `GameEvent`s enter through `WorldSession`'s decode path (`GameEvents` property, `GameEventDispatcher`, `src/AcDream.Core.Net/WorldSession.cs:567`) and get routed by `GameEventDispatcher.Dispatch(envelope)` (`src/AcDream.Core.Net/Messages/GameEventDispatcher.cs:95-117`) to whatever handler was registered for that `GameEventType`. The single central registration point for every handler is `src/AcDream.Core.Net/GameEventWiring.cs` — `GameEventWiring.WireAll(...)` (a big static method, one `registrar.Register(GameEventType.X, e => { parse; apply to state; })` call per opcode, grouped by domain with comment banners `// ── Chat ──`, `// ── Combat ──`, `// ── Spells ──`, `// ── Inventory ──`, `// ── Player ──`). **Most recently added handler (the concrete pattern to copy):** `GameEventType.HouseUpdateRestrictions` (`0x0248`) — `GameEventWiring.cs:365-376`, added for AP-129 (Campaign P Slice P4, 2026-07-30): ```csharp registrar.Register(GameEventType.HouseUpdateRestrictions, e => { var p = GameEvents.ParseHouseUpdateRestrictions(e.Payload.Span); if (p is null) return; items.UpdateHouseRestrictions(p.Value.SenderId, p.Value.Restrictions); }); ``` A new `GameEventType.ApproachVendor` handler follows the same shape: parse the payload with a new `VendorApproach.TryParse` (or similar, `src/AcDream.Core.Net/Messages/`), and apply it to the new `VendorState` owner (C.2). `GameEventWiring.WireAll` would need a new optional parameter (`VendorState? vendor = null`) matching the existing pattern used for `itemMana`, `friends`, `squelch`, `externalContainers`, etc. (`GameEventWiring.cs:77-86`). ### C.5 — Icon/tooltip/item-row rendering reuse `SpellbookWindowController` (Slice 1's spell list, `src/AcDream.App/UI/Layout/SpellbookWindowController.cs`) is the concrete precedent for a scrollable authored list with icons: - `UiScrollbar` (`src/AcDream.App/UI/UiScrollbar.cs`) is a shared, panel-agnostic primitive bound to an authored control id via `layout.FindElement(scrollbarId) is UiScrollbar scrollbar` (`SpellbookWindowController.cs:237`, `246`). - Row icons come from a `Func resolveXxxIcon` delegate injected at construction (`resolveSpellIcon`, `resolveComponentIcon` — `SpellbookWindowController.cs:53-54`, `89-90`), used as `CatalogIconTexture = _resolveSpellIcon(spellId)` (`SpellbookWindowController.cs:291`) against a `_rowStyle` (`SpellbookRowStyle`) describing icon geometry (`IconLeft`/`Top`/ `Width`/`Height`, `SpellbookWindowController.cs:299-302`). - Since retail materializes each vendor item as a full weenie object with a real `PublicWeenieDesc` (icon dat id included — A.2 point 4), a vendor item row can resolve its icon exactly the way the **inventory panel** resolves any ordinary item's icon (by the item's own `IconId` field, already parsed by the shared `CreateObject`/`PublicWeenieDesc` body parser — see the note in the next paragraph), not by a spell-specific resolver. This is a materially easier reuse case than the spell list, since vendor items are ordinary items once parsed. **One structural gap worth flagging as a contract decision, not just reuse**: `src/AcDream.Core.Net/Messages/CreateObject.cs` (`TryParse`, line 512 onward) parses the entire `WeenieHeader` body inline as one large method (opcode → guid → model data → physics data → weenie-header fixed prefix at `~line 781` → weenie-header optional tail at `~line 834` onward, using the same bit flags as Chorizite's `PublicWeenieDesc.generated.cs`). It is **not currently factored into a reusable standalone function** callable from a new vendor-item parser. Since A.2 established that each `ItemProfile` entry uses the *exact same* `PublicWeenieDesc` body (just without the preceding model/physics data), the clean move is to extract the weenie-header-body parsing logic (`~CreateObject.cs:781` to the end of `TryParse`) into a shared static helper both `CreateObject.TryParse` and the new vendor-item parser call, rather than re-deriving/duplicating ~300 lines of conditional-field parsing. This is flagged explicitly as an open question for the contract (below) since it's a nontrivial refactor decision, not a pure research finding. --- ## D. Out-of-scope fence — what Slice 6 owns Per `docs/plans/2026-07-23-world-interaction-completion.md:56-57`: > | 6 | Vendor transactions | server-authoritative buy/sell command and > reconciliation owner | > > "Vendor buy/sell transactions, quantities, pending-state ownership, and > authoritative inventory reconciliation complete the loop." Concretely, Slice 6 (not Slice 5) owns: - **Outbound buy/sell wire messages.** ACE: `HandleActionBuyItem` (`Player_Commerce.cs:22-52`) / `HandleActionSellItem` (`Player_Commerce.cs:126-226`), each taking a `List` (quantities + guids). Retail: `CM_Vendor::Event_Buy` (`0x006AA0F0`) / `::Event_Sell` (`0x006AA000`). - **Quantity/stack-split selection UI** (`VendorBuyUI`/`VendorSellUI` sub-panels, stack-slider interaction — `gmVendorUI::RecvNotice_StackSliderChanged` in the symbol table). - **Drag-to-sell** — dragging a player inventory item onto the vendor NPC (`ItemInteractionPolicy.ItemPolicyActionKind.SellToVendor`, `ItemInteractionPolicy.cs:357-363`, already ported but its dispatch/UI consumption is Slice 6's to wire). - **`VendorProfile::InqAcceptability`/`IsAcceptable`** (sell-eligibility filtering by item type/value/magic — `pc:484768-484797`) — this is a judgment call flagged below, since "does my inventory show which items this vendor will buy" arguably touches Slice 5's "supports retail selection/browsing" language too. - **Currency/pyreal math validation**, `Vendor.GetSellCost`/`GetBuyCost` **as an authoritative transaction input** (Slice 5 only needs the *display* computation — see B.1 — not the transaction-time application). - **Pending-sale correlation** (`attemptOpenVendorID`/`attemptSaleObjectID`, the mode-2-vs-3 tab-switch nuance from B.1) — Slice 5's browse-only scope can default to always opening the Buy/browse tab and defer full request correlation to Slice 6, since the correlation token only matters once a sell-drag exists. - **`ApproachVendor` refreshes triggered by `FinalizeBuyTransaction` (`Player_Commerce.cs:112`) and `ProcessItemsForPurchase` (`Vendor.cs:661`)** — Slice 5's parser/state owner should be built to handle repeat `ApproachVendor` events correctly (A.3, full-replace semantics), but the actual *triggers* for those repeats are Slice 6 actions. - **Authoritative inventory reconciliation** after a purchase/sale lands (new items appearing in the player's pack, coins deducted/added) — this is standard `InventoryPutObjInContainer`/`ViewContents`/property-update plumbing already owned by existing Slice 4/J4.2 machinery, but *triggered* by Slice 6's buy/sell actions. --- ## Open questions for the contract 1. **Does `VendorState` live in `AcDream.Core.Items` (next to `ExternalContainerState`) or a new `AcDream.Core.Commerce`/`Vendor` namespace?** Recommendation: `AcDream.Core.Items` — it's small, it directly parallels `ExternalContainerState`, and it avoids a near-empty new namespace for one class family. Weak preference; either is defensible. 2. **Should the shared `PublicWeenieDesc`-body parser be extracted from `CreateObject.TryParse` into a standalone reusable method before Slice 5 writes the vendor-item parser, or should Slice 5 duplicate/adapt a subset first and defer the refactor?** Recommendation: extract first — duplicating ~300 lines of conditional-flag parsing for the second time this project has needed it is exactly the kind of drift the project's "grep named → decompile → verify → port" discipline exists to prevent, and a parser bug fixed in one copy but not the other is a classic two-owners bug. 3. **Does Slice 5 port `ShopSystem::BuyPrice`/`SellPrice` as a pure Core function now (needed to show a display price in the browse list), or is showing raw item value acceptable for a browse-only slice with actual price math deferred to Slice 6?** Recommendation: port it now — it's a ~10-line pure function with a byte-verified formula (B.1), and a vendor list that shows the wrong price (or no price) is a visibly broken browse experience even before Buy is wired up. 4. **Does Slice 5 wire the `attemptOpenVendorID`-style request-correlation token (mode 2 vs 3 tab selection), or hardcode "always open on the Buy/browse tab" and let Slice 6 add correlation when sell-drag lands?** Recommendation: hardcode Buy/browse tab for Slice 5; the correlation only has externally-visible effect once a sell-initiated open exists. 5. **Does "supports retail selection/browsing" (the Slice 5 charter language) include showing which of the *player's own inventory* items this vendor would accept (via `VendorProfile::InqAcceptability`), or is that squarely Slice 6 since it's meaningless without the sell action attached?** Recommendation: defer to Slice 6 — `InqAcceptability` has no purpose without a sell UI to gate, and pulling it into Slice 5 would mean touching the sell sub-panel's territory for a browse-only slice. 6. **Category/type filter tabs** (`VendorItemsUI::AddTypeFilter`/ `ListContainsType`) were located but not read in full decompiled detail in this pass (time-boxed). If the Slice 5 contract wants exact retail parity for tab filtering (vs. a single flat browsable list for a first cut), a follow-up grep-and-read pass on `pc:` lines around `0x004C05C0`/`0x004C0D90` is needed before implementation. 7. **The vendor panel's own top-level `LayoutDesc` id is not yet dat-extracted anywhere in the repo.** The contract should budget time for a `LayoutImporter.Import` discovery pass (the same process that found `0x2100006B` for the examination window) rather than assuming the id is already known. The two concrete tab-control ids (`0x100000B9` Buy, `0x100000BB` Sell) are known and can serve as a cross-check once a candidate root/LayoutDesc id is found (their `FindElement` should succeed under the correct root). 8. **`docs/architecture/retail-divergence-register.md` row `AP-110`** currently lists "vendor/trade/salvage/tinkering" together as absent panels. Per the project's binding divergence-register rule, Slice 5's landing commit must narrow AP-110 to drop "vendor" from the absent list (or add a precise successor row describing what remains absent — e.g. category filter tabs if #6 above is deferred) in the **same commit** that lands vendor browsing. --- ## §B.4 — D0 tab-filter read, 5.4 (2026-08-09) Mandatory pre-UI read for Slice 5.4 (contract decision 6), grepping `VendorItemsUI::AddTypeFilter` (`0x004C05C0`) / `::ListContainsType` (`0x004C0D90`) plus their caller `VendorItemsUI::OpenVendor` (`0x004C16D0`) and the whole-panel `gmVendorUI::OpenVendor`/`PostInit`/constructor (`0x004C4BA0`/`0x004C09A0`/`0x004C2470`). This also resolves contract decision 7 (layout-id discovery) — the two findings are entangled since the D0 read is what proves the layout structure below. ### Layout identity: LayoutDesc `0x21000012`, root `0x100000B7` Found via brute-force enumeration of every `LayoutDesc` in `client_local_English.dat` (`dats.GetAllIdsOfType()`, 101 entries) for the one whose descendant tree contains BOTH known tab-control ids `0x100000B9` and `0x100000BB` as siblings. Exactly one match. Cross-check per contract decision 7: `UIElement::RegisterElementClass(0x10000017, gmVendorUI::Create)` (`pc:202075`) — root `0x100000B7`'s own resolved `Type` is **`0x10000017`**, the literal retail class id for `gmVendorUI` itself. This is not circumstantial; it is the direct proof the root element found IS gmVendorUI's own instantiated root. Root geometry: `800x110` at design position `(0,500)` inside an `800x600` canvas — a compact bottom-docked strip, the same shape family as `ExternalContainerController`'s `0x21000008`/`0x10000063` (not a large grid+icon browse window; AC's vendor UI is a horizontal single-row icon strip, matching general retail recollection). Method: a throwaway scanner tool (`tools/VendorLayoutScan/`, not part of the shipped solution) using `DatCollection.GetAllIdsOfType()` + recursive `ElementDesc.Children` search, then `LayoutImporter.ImportInfos(dats, layoutId, rootId)` (the SAME resolved inheritance pipeline production uses) to dump full resolved `Type` + `StateDesc.Properties` per element, including `DatStringResolver`-resolved `StringInfo` labels (property `0x17`). This is what nailed the exact tab→page mapping below with dat-authored-label proof, not inference. ### Tree shape (verified via the resolved-property dump, not just raw ElementDesc) ``` 0x100000B7 gmVendorUI root (Type 0x10000017), 800x110 @ design (0,500) ├─ 0x100000D6 close/pushpin button (Type 1, icon-only, no label — plain X) ├─ 0x100000B8 m_vendorPanel (Type 0x8 = UIElement_Panel; PostInit binds │ this via GetChildRecursive(this, 0x100000b8)) │ ├─ 0x100000B9 tab, label "Items" (order 1, x=0) │ ├─ 0x100000BA tab, label "Buying" (order 2, x=92) │ ├─ 0x100000BB tab, label "Selling" (order 3, x=184) │ ├─ 0x100000BC page for tab B9 ("Items") == VendorItemsUI's content │ │ ├─ 0x100000BD m_shopList (Type 0x10000031 UiItemList, 710x32 — │ │ │ cell 32x32 from base 0x2100003D/0x10000339 ⇒ ~22-slot │ │ │ single-row horizontal strip, matches │ │ │ ExternalContainerController's list shape) │ │ ├─ 0x100000BE scrollbar (Type 0xB, horizontal, 710x16) │ │ ├─ 0x100000BF m_itemTypeMenu (Type 0x6 = UIElement_Menu, resolves │ │ │ to acdream's UiMenu via DatWidgetFactory's `6 => │ │ │ new UiMenu()` — a FULLY IMPLEMENTED dropdown widget │ │ │ already, Items/Selected/OnSelect/ButtonLabelProvider) │ │ ├─ 0x100000C0 m_itemNameText │ │ ├─ 0x100000C1 m_itemCostText │ │ ├─ 0x100000C2 m_buyButton, label "Buy" │ │ └─ 0x100000C3 m_addButton, label "Add to List" │ ├─ 0x100000C4 page for tab BA ("Buying") == VendorBuyUI's content │ │ ├─ 0x100000C5 m_buyShopList (staged-to-buy list, NOT the shop's │ │ │ full stock — see below) │ │ ├─ 0x100000C6 scrollbar │ │ ├─ 0x100000C7/C8 m_buyListText / m_buyPurseText │ │ ├─ 0x100000C9 m_buyItemButton, label "Buy Item" │ │ ├─ 0x100000CA m_buyAllButton, label "Buy All" │ │ └─ 0x100000CB/CC m_buyClearItemButton "Clear Item" / │ │ m_buyClearListButton "Clear List" │ └─ 0x100000CD page for tab BB ("Selling") == VendorSellUI's content │ ├─ 0x100000CE m_sellShopList (staged-to-sell list) │ ├─ 0x100000CF scrollbar │ ├─ 0x100000D0/D1 m_sellListText / m_sellPurseText │ ├─ 0x100000D2 m_sellItemButton, label "Sell Item" │ ├─ 0x100000D3 m_sellAllButton, label "Sell All" │ └─ 0x100000D4/D5 m_sellClearItemButton / m_sellClearListButton, │ labels "Clear Item" / "Clear List" └─ 0x1000008D title/backdrop (Type 0x8, ZLevel 100 — drawn behind) ``` Every id above is confirmed two ways: (1) `VendorItemsUI::VendorItemsUI` (`pc:199612`)/`VendorBuyUI::VendorBuyUI` (`pc:199717`)/ `VendorSellUI::VendorSellUI` (`pc:199753`) bind these EXACT child ids via `UIElement::GetChildRecursive`; (2) the resolved-property dump shows the matching `0x17` StringInfo label on each button, so the id↔label pairing is read directly off the dat, not inferred from ctor ordering alone. ### Tab↔page semantics — corrects the contract's 2-tab assumption The contract (decision 4, written before this read) assumed two tabs: "browse/Buy" (`0x100000B9`) and "Sell" (`0x100000BB`). The dat actually authors **three** tabs, and the dat-resolved labels settle their meaning precisely — this is NOT the Buy/Sell MODE switch the contract assumed, it is Items/Buying/Selling, three independent staging views: - **"Items" (`0x100000B9`)** — `VendorItemsUI`: the vendor's full stock, filterable by category, each row clickable, with `Buy`/`Add to List` buttons. **This is Slice 5.4's browse view** — the only page with useful content before Slice 6 exists. - **"Buying" (`0x100000BA`)** — `VendorBuyUI`: review/confirm panel for `gmVendorUI.m_buyList`, a CLIENT-side staging list of items you've chosen to buy from the Items tab (`m_buyItemButton`/`m_buyAllButton` on the Items page add to it; this tab's own buttons commit/clear it). Empty on a fresh open (`m_buyList` starts empty — confirmed by `gmVendorUI::OpenVendor`'s unconditional `CloseVendor` on any previous session before rebuilding). Slice 6 territory. - **"Selling" (`0x100000BB`)** — `VendorSellUI`: the symmetric staging view for items dragged from your own inventory onto the vendor (`ItemInteractionPolicy.ItemPolicyActionKind.SellToVendor`, already ported, Slice 6 wires its UI consumption). Matches contract decision 4's "Sell tab... stays inert" almost exactly — its authored label is "Selling," not "Sell," but the semantic match is exact. `gmVendorUI::OpenVendor` (`pc:203650`) confirms **all three sub-panels (`m_itemsUI`, `m_buyUI`, `m_sellUI`) refresh unconditionally on every `ApproachVendor`** (`this->m_itemsUI->vtable->OpenVendor(...)`; `m_sellUI->OpenVendor(...)`; `m_buyUI->OpenVendor(...)`, `pc:203852-203854`), regardless of which tab ends up visually open — only the VISIBLE tab is mode-dependent (`OpenTab(m_vendorPanel, 0x100000b9)` for mode 2, `0x100000bb` for mode 3, `pc:203791`/`203801` — **mode 2 opens tab `0x100000B9` ("Items"), confirming decision 4's "browse/Buy tab" language was describing this exact tab**, just informally — its authored name is "Items," not "Buy"). Slice 5.4 therefore: mounts all three tabs (matching the authored layout and `RetailTabBinding`'s existing tri-state pattern precedent, `SpellbookWindowController`'s Spell/Component tabs), defaults to "Items" selected/visible, and leaves "Buying"/"Selling" as present-but-unpopulated pages (no `VendorBuyUI`/`VendorSellUI` port this slice — both are squarely Slice 6, matching the contract's "no buy/sell actions" fence). This symmetric treatment — not just the contract's originally-anticipated single "Sell" tab — gets the "comment the fence" treatment for both non-default tabs. ### Category/type filter mechanism (the actual D0 answer) `VendorItemsUI::AddTypeFilter(this, label, typeMask)` (`pc:199667`) does **not** create a visible tab button — it calls `UIElement_Menu::InsertTextItem(m_itemTypeMenu, label, m_numTypeFilters)`, i.e. it inserts a row into the dropdown menu at `0x100000BF`, tagging the new menu item with the type mask via a per-item property (`BaseProperty::SetPropertyName(&prop, 0x10000039)` then storing `typeMask` into it). "Category tabs" in the contract's phrasing means this dropdown, not additional tab buttons. `VendorItemsUI::OpenVendor` (`pc:200779-201025`) rebuilds the dropdown from scratch on every open/refresh: flushes `m_shopList` and `m_itemTypeMenu`, then walks an **ordered, hardcoded 18-entry table**, calling `ListContainsType(shopItemProfileList, mask)` for each and only adding the filter (`AddTypeFilter`) if the vendor's stock contains a matching item. `ListContainsType` (`pc:200132-200159`) is a linear scan: `true` iff any shop item's `InqType() & mask != 0`. Table, in authored order, with the acdream `ItemType` composite that reproduces each literal retail mask bit for bit (verified against `src/AcDream.Core/Items/ClientObject.cs:26-75` — every bit accounted for, no gaps): | # | Label | Retail mask | acdream `ItemType` | |---|---|---|---| | 1 | Armor | `0x2` | `Armor` | | 2 | Books, Paper | `0x2000` | `Writable` | | 3 | Clothing | `0x4` | `Clothing` | | 4 | Containers | `0x200` | `Container` | | 5 | Food | `0x20` | `Food` | | 6 | Gems | `0x800` | `Gem` | | 7 | Jewelry | `0x8` | `Jewelry` | | 8 | Keys, Tools | `0x20004000` | `TinkeringTool \| Key` | | 9 | Miscellaneous | `0x490` | `Useless \| Misc \| Creature` | | 10 | Services | `0x100000` | `Service` | | 11 | Spell Components | `0x1000` | `SpellComponents` | | 12 | Trade Notes | `0x40000` | `PromissoryNote` | | 13 | Weapons | `0x101` | `Weapon` (existing composite) | | 14 | Mana Stones | `0x80000` | `ManaStone` | | 15 | Magic Items | `0x8000` | `Caster` | | 16 | Alchemical Items | `0x4800000` | `CraftAlchemyIntermediate \| CraftAlchemyBase` | | 17 | Cooking Items | `0x400000` | `CraftCookingBase` | | 18 | Fletching Items | `0x9000000` | `CraftFletchingIntermediate \| CraftFletchingBase` | After rebuilding, retail selects an index (`pc:201008-201022`): the PREVIOUS selected index if it's still `< newCount - 1` inclusive-clamp, otherwise clamps to `newCount - 1`, then floors at `0`. Net effect: first open (`GetSelectedIndex` returns `-1`, nothing selected yet) always lands on index `0` — the FIRST present category in table order, not "show everything." Pseudocode: ``` selected = previousSelectedIndex // -1 on first open if (selected >= presentCount - 1) selected = presentCount - 1 if (selected < 0) selected = 0 ``` `VendorItemsUI::UpdateItemsList(this, mask, notify)` (`pc:201029` on) confirms the filter is load-bearing, not cosmetic: it re-walks the FULL `shopItemProfileList` and inserts into `m_shopList` only items where `(activeMask & itemType) != 0`, where `activeMask` is either the explicit `mask` argument (`arg2 != 0`) or, when `arg2 == 0`, the CURRENTLY selected menu item's stored `0x10000039` property. **There is no "all types" state** — an empty/no selection filters everything out (`0 & anything == 0`), which is exactly why retail always force-selects index 0 after rebuilding. Slice 5.4 ports this literally: the item list is always scoped to exactly one category; clicking a different dropdown entry re-filters via the stored mask on that entry, matching `UpdateItemsList`'s `arg2 != 0` explicit-mask branch. ### Verdict: bounded, in scope, no fallback needed The full mechanism is an 18-row static table + a linear membership test reused per row + one dropdown-population pass + a selection-index clamp — small and precedented (`UiMenu` is a complete pre-existing widget; `SpellbookWindowController`'s `FilterButtons` array is the same "static mask table drives filterable UI" shape, just buttons instead of a dropdown). This does **not** trigger the "mechanism too large — STOP" clause; the flat-list fallback is not needed. The genuinely new information this read surfaced beyond the contract's decisions — three tabs instead of two, and the dropdown-vs-tab distinction for "category tabs" — is recorded above for the record, not treated as a scope escalation.