# Slice 6 research — vendor transactions (buy focus) **Date:** 2026-08-08 **Trigger:** live user report — "I cant buy anything. Nothing happens when I double click or when I press buy. I dont get a slider for items that stack and when I select an item it does not show in the status bar as selected." **Scope:** the buy round-trip (wire, retail mechanism, acdream seams) plus the three UI symptoms behind it. Sell is noted where the wire is a trivial mirror of buy; full sell UI/staging is out of scope per the Slice 5 fence and stays out here. **Verified starting point:** repo HEAD at research time was `e602f84b` ("fix(ui): Slice 5.4 review corrections..."), at/after the required `e602f84b` gate. Read-only research; no code changed. **Mandatory prior reading done first:** `docs/research/2026-08-08-slice5-vendor-browse-research.md`, including §B.4 (the D0 tab-filter read that discovered the LayoutDesc tree, the Items/Buying/Selling three-tab shape, and the category dropdown) and its §D Slice-6 fence. This document does not re-derive anything already pinned there — it cites forward to it instead. The current on-disk implementation (`src/AcDream.App/UI/Layout/VendorUiController.cs`, `src/AcDream.Core/Items/VendorState.cs`) already reflects that doc's findings and register row **AP-161** (`docs/architecture/retail-divergence-register.md`) already names the exact four residuals this document expands into an implementation-ready shape. --- ## Executive summary All four user-reported symptoms trace to **one missing wiring step**, not four separate bugs: 1. **Buy button does nothing** — `VendorUiController` builds `_buyButton` but never assigns `.OnClick` (`VendorUiController.cs:211`, `368-369`; confirmed by reading the whole file — no `_buyButton.OnClick =` assignment exists anywhere). 2. **Double-click does nothing** — there is no double-click handler at all; `cell.Clicked` (`VendorUiController.cs:567`) is the ONLY interaction a row has, and it only calls the PRIVATE `SelectItem`. 3. **No slider for stackable items** — the real slider machinery (`SelectedObjectController`, `StackSplitQuantityState`) already exists and is fully built, but `VendorUiController` never touches it; it computes its own local `VendorSplitSize(item)` for display only (`VendorUiController.cs:611-651`). 4. **Selection doesn't show in the status bar** — `VendorUiController` keeps a PRIVATE `_selectedItemGuid` field (`VendorUiController.cs:216`, `611-636`) instead of driving the real global selection owner (`AcDream.Core.Selection.SelectionState`) that the status bar (`SelectedObjectController`) actually reads. All three UI symptoms (2–4) collapse into **"VendorUiController never touches `SelectionState`/`StackSplitQuantityState`, the same shared owners Toolbar/Radar/Inventory/ExternalContainer/Magic already use"** — confirmed by direct comparison of `VendorRuntimeBindings` (2 fields: `State`, `ResolveIcon`) against every sibling `*RuntimeBindings` record, every one of which carries a `SelectionState Selection` field (`src/AcDream.App/UI/RetailUiRuntime.cs:41-143`). Vendor is the outlier. Symptom 1 (Buy) is a genuinely separate, additional gap: no outbound wire message exists yet at all. The retail mechanism, wire shape, and acdream's existing builder pattern for it are all fully pinned below. --- ## A. The wire (buy + the reconciliation that follows) ### A.1 — Buy opcode and payload **`GameActionType.Buy = 0x005F`** — `references/ACE/Source/ACE.Server/Network/GameAction/GameActionType.cs:51`. Handler: `GameActionBuyItems.Handle` → `references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionBuyItems.cs:9-35`. Wire payload, confirmed **four ways** (ACE's reader, Chorizite's generated reader/writer, holtburger's independent client implementation, AND the retail decompiled sender — all agree byte-for-byte): ``` u32 0xF7B1 // GameAction envelope (acdream: InteractRequests.GameActionEnvelope) u32 gameActionSequence u32 0x005F // Buy opcode u32 vendorGuid u32 itemCount per item: i32 amount // quantity to buy (NOT the packed sign-extended // supply-count field from ApproachVendor — a // plain positive int32) u32 objectGuid // the SHOP ITEM's guid (from ApproachVendor's // ItemProfile list, A.2 of the Slice 5 doc) u32 alternateCurrencyId // 0 for a pyreal vendor; the vendor's own // AlternateCurrency wcid otherwise ``` - **ACE reader** (server-authoritative): `GameActionBuyItems.Handle` reads `vendorGuid` (u32), `numItems` (u32), then per item `amount` (i32) then `objectID` (u32) — `Actions/GameActionBuyItems.cs:12-27`. It reads NO trailing currency field — the line is present but **commented out**: `//var altCurrencyWcid = message.Payload.ReadUInt32();` (line 32). - **Chorizite.ACProtocol** (clean-room generated, cross-check): `Vendor_Buy` writes `ObjectId` (u32), a `PackableList` (count + items), then `AlternateCurrencyId` (u32) — `references/Chorizite.ACProtocol/Chorizite.ACProtocol/Messages/C2S/Actions/Vendor_Buy.generated.cs:33-48`. Its `ItemProfile` type (`Types/ItemProfile.generated.cs`) is the SAME type used for the S2C `ApproachVendor` item list, but for an outbound Buy the high byte of `PackedAmount` is always 0 (small positive quantities never set bits 24-31), so `PwdType` resolves to 0 and the switch falls through without reading a `PublicWeenieDesc` body — this is why ACE's simpler 2-field-per-item read and Chorizite's reused-type read agree despite looking different at first glance. - **holtburger** (independent full client, most authoritative for "what a real client sends"): `BuyActionData { vendor_guid, items: Vec }` — `references/holtburger/crates/holtburger-protocol/src/messages/trade/actions.rs:34-65`, packed with `vendor_guid.pack(); items.len() as u32; per-item amount then guid` (lines 56-65). **holtburger's pack has NO trailing currency field at all** — confirmed by its own round-trip test fixture (`actions.rs:296-310`, 16 bytes total for guid+count+one item, nothing after). - **Retail decompiled sender — the deciding vote.** `CM_Vendor::Event_Buy` (`pc:689288`, `0x006AA0F0`), signature `Event_Buy(uint32_t vendorGuid, PackableList const* items, IDClass<_tagDataID,32,0> currencyId)` — the mangled name (`?Event_Buy@CM_Vendor@@YA_NKABV?$PackableList@VItemProfile@@@@V?$IDClass@U_tagDataID@@$0CA@$0A@@@@Z`) independently confirms the 3-argument shape. Reading the body: writes opcode `0x5f` (`pc:689300`), `arg1` (vendorGuid, `pc:689303`), the packed item list (`arg2->vtable->Pack(...)`, `pc:689335`), **then** `*(uint32_t*)var_c = arg3;` (`pc:689336`) — the currency id IS written after the item list, every time, by the real client. By contrast `CM_Vendor::Event_Sell` (`pc:689229`, `0x006AA000`) has only a 2-arg signature (`vendorGuid`, `items`) and its body (`pc:689229-689242+`) never writes a trailing field — Sell truly has no currency suffix, Buy does. **Resolution of the ACE/holtburger vs. retail disagreement:** retail (the top oracle per `CLAUDE.md`) and Chorizite both show a real client DOES send a trailing `u32` currency id on Buy. ACE's current server build ignores it (commented-out read) and holtburger — a real client written against a *server* contract, i.e. tested for what ACE accepts — omits it entirely and still works against ACE. **Recommendation for the contract:** port the field for retail fidelity (it costs one `u32`, matches the byte-verified retail sender, and is forward-compatible with any future ACE version that un-comments its read), but do not treat its absence as a functional risk — ACE demonstrably doesn't require it today (holtburger's own round-trip tests pass against ACE without it). Cite this exact tension in the outbound builder's doc comment so a future reader doesn't "fix" it either way without re-reading this note. **Sell** (research-only, for Slice 6 scoping — not implemented this pass): `GameActionType.Sell = 0x0060` — `GameActionType.cs:52`. Handler `GameActionSellItems.Handle` reads `vendorGuid`, `numItems`, then per item `amount`(i32)/`objectGuid`(u32) — **no trailing currency field**, matching retail's 2-arg `Event_Sell` and Chorizite's `Vendor_Sell` (no `AlternateCurrencyId` member at all, `Messages/C2S/Actions/Vendor_Sell.generated.cs`) and holtburger's `SellActionData` (`trade/actions.rs:68-97`). ### A.2 — What the server sends back **Success path**, traced through `Player.HandleActionBuyItem` → `Vendor.BuyItems_ValidateTransaction` (on success) → `Player.FinalizeBuyTransaction` (`references/ACE/Source/ACE.Server/WorldObjects/Player_Commerce.cs:22-116`, `Vendor.cs:431-571`), IN ORDER: 1. `SpendCurrency` → for a pyreal vendor, destroys pyreal stacks via `TryConsumeFromInventoryWithNetworking` which sends `GameMessageInventoryRemoveObject`/`GameMessageSetStackSize` (whichever applies) **then `UpdateCoinValue()`**, which sends `GameMessagePrivateUpdatePropertyInt(PropertyInt.CoinValue, ...)` **only if the value actually changed** (`Player_Commerce.cs:319-333`, `Player_Inventory.cs:141-146`). 2. Per purchased item: `TryCreateInInventoryWithNetworking` (ordinary item-into-inventory placement — `GameMessageCreateObject` + `GameEventItemServerSaysContainId` + `GameMessagePrivateUpdatePropertyInt(EncumbranceVal)`, the same generic path every other "item enters your pack" flow uses — `Player_Inventory.cs:105-107`). 3. `GameMessageSound(PickUpItem)`. 4. `vendor.ApproachVendor(this, VendorType.Buy, altCurrencySpent)` — a **fresh, full-replace `ApproachVendor` (0x0062)**, confirming the Slice 5 doc's §A.3 finding that a buy always ends in the SAME full-snapshot-replace event Slice 5 already parses (this is a `VendorStateTransitionKind.Refreshed` in acdream's `VendorState.Apply`, `src/AcDream.Core/Items/VendorState.cs:144-182` — no new state-machine case needed, only a trigger). 5. Back in `HandleActionBuyItem`: **`SendUseDoneEvent()`** (no error code) — always fires last, on BOTH the validation-failed and the validation-succeeded branch (`Player_Commerce.cs:47-49`; the "failed" branch only additionally enqueues `GameEventInventoryServerSaveFailed` first). **Failure paths**, all confirmed in `Vendor.BuyItems_ValidateTransaction` (`Vendor.cs:431-571`) and `HandleActionBuyItem`: | Cause | What's sent | Notes | |---|---|---| | `IsBusy` / `IsTrading` / vendor not found (pre-checks in `HandleActionBuyItem`) | `GameEventInventoryServerSaveFailed(Guid.Full)` + `SendUseDoneEvent(WeenieError.X)` then **return** (no further `UseDone`) | `Guid.Full` here is the **player's own guid**, not an item guid — see the acdream cross-reference below | | Invalid amount in any item | `player.SendTransientError("Invalid amount")` then `false` | client-visible chat/transient string | | Insufficient pack space / burden / container slots | `GameEventCommunicationTransientString(...)` (one of three specific sentences) then `false` | | | **Insufficient currency (the common case)** | **nothing at all** — silent `return false` (`Vendor.cs:546-563`) | no transient string, no error code; the ONLY signal downstream is step 6 below | | Any of the above `false` returns | back in `HandleActionBuyItem`: `GameEventInventoryServerSaveFailed(Guid.Full)` is enqueued, THEN the unconditional `SendUseDoneEvent()` (no error) fires at the bottom | **the failure path and the pre-check-rejection path both use `GameEventInventoryServerSaveFailed`, but the pre-check path ALSO sets a `WeenieError` on `UseDone`; the validation-failure path's `UseDone` carries no error** | **acdream cross-reference — a wire nuance for the contract to know about up front:** acdream ALREADY parses and handles `GameEventInventoryServerSaveFailed` (`0x00A0`) — `src/AcDream.Core.Net/Messages/GameEvents.cs:445-456`, wired at `src/AcDream.Core.Net/GameEventWiring.cs:479-489` for the B-Drag optimistic-inventory-move rollback path (`InventoryActions.cs:34`). That existing handler is written around the assumption that `ItemGuid` names a speculative LOCAL inventory operation it can roll back. For a buy failure, ACE sends this SAME event with `ItemGuid = the player's own guid` (`Guid.Full` inside `Player`, not an item) — the existing handler will look up the player's guid in whatever rollback table it tracks, find nothing to roll back (a harmless no-op), and log through its existing `[B-Drag] InventoryServerSaveFailed ...` diagnostic line (`GameEventWiring.cs:489`). **This is not a blocker** — the event already being parsed and routed means Slice 6 does not need to add a new parser — but whoever wires Buy's failure path should not be surprised to see a `[B-Drag]` log line fire on a failed purchase; it is retail-authentic wire behavior (ACE truly reuses the same event), not a bug in the existing handler. ### A.3 — Sell (research only, confirming the fence) `Player.HandleActionSellItem` (`Player_Commerce.cs:126-226`) is a full mirror shape: per-item validation via `VerifySellItems`, payout calculation via `Vendor.CalculatePayoutCoinAmount`/`GetBuyCost`, pack-space check, item removal (`TryRemoveFromInventoryWithNetworking`/ `TryDequipObjectWithNetworking` + `GameEventItemServerSaysContainId`), `vendor.ProcessItemsForPurchase`, coin-stack creation (`TryCreateInInventoryWithNetworking`), `GameMessageSound`, and a final unconditional `SendUseDoneEvent()`. No new findings beyond confirming the Slice 5 doc's fence — this stays Slice 6b/out-of-scope-for-this-pass territory; the buy-side plumbing recommended below (wire builder pattern, `UseDone` gate, `ApproachVendor` refresh handling) is directly reusable for sell once the sell UI exists. ### A.4 — How the buy round-trip maps onto J5.2's transaction gate **`UseDone` is the completion signal — not the money update, not the `ApproachVendor` refresh.** Three independent confirmations: 1. **ACE**: every code path through `HandleActionBuyItem` ends in exactly one `SendUseDoneEvent()` call, success or failure (A.2 above) — it is structurally the terminal event of the request, the same as ordinary `Use`. 2. **holtburger** models Buy/Sell as `BusyOperationKind::Buy`/`::Sell`, armed via the SAME `arm_busy_operation` single-flight gate ordinary `Use`/`UseWithTarget` use (`references/holtburger/crates/holtburger-core/src/client/commands.rs:526-545`, `430-438`), and its own tests prove completion fires on `GameEvent::UseDone` (`references/holtburger/crates/holtburger-core/src/client/mod.rs:646-680`, and the `commands.rs:2131-2195` integration tests) — never on a money or `ApproachVendor` event. 3. **acdream already has the exact matching gate** — `RuntimeInteractionTransactionState` (`src/AcDream.Runtime/Gameplay/RuntimeInteractionTransactionState.cs`) owns `BeginUseRequestReservation()`/`TryDispatchUse(...)` (the single-flight "one request outstanding" gate) and `CompleteUse(uint error)` (line 215-222), which is ALREADY wired to the inbound `UseDone` (`0x01C7`) handler (`src/AcDream.Core.Net/GameEventWiring.cs:492-503`, `497: registrar.Register(GameEventType.UseDone, e => { ... onUseDone?.Invoke(err.Value); ... })`). **Recommendation:** Buy dispatch should call `BeginUseRequestReservation()`/the equivalent reservation flow exactly the way `ItemInteractionController.ExecuteUseActions`'s `SendUse` case does today (Slice 5 doc §C.1), and let the SAME existing `UseDone` handler resolve it via `CompleteUse`. **No new completion-signal plumbing is needed on the receive side** — only the send side (a new outbound builder) and a new dispatch call site that goes through the existing gate need to be added. This also automatically gives Buy retail's `IsBusy` semantics for free: the existing single-flight gate already rejects a second Use/Buy while one is outstanding, matching ACE's own `IsBusy` check (`Player_Commerce.cs:24-28`). --- ## B. Retail client mechanism ### B.1 — What the Buy and Add buttons do Read `gmVendorUI::HandleButtonClicks` (`pc:203950`, `0x004C50D0`) in full — this is the dispatcher for every button on the vendor panel, keyed by the authored element id (all four ids below are confirmed against the Slice 5 doc's §B.4 layout tree — `0x100000C2`=Buy, `0x100000C3`=Add to List on the "Items" tab; `0x100000C9`/`CA`=Buy Item/Buy All on the "Buying" tab): - **`0x100000C2` (Buy button, "Items" tab)** → `gmVendorUI::BuySingleItem(this, ACCWeenieObject::selectedID)` (`pc:203967`). **This is an IMMEDIATE single-item purchase of whatever is currently globally selected** — it does NOT stage into the "Buying" tab. Reading `BuySingleItem` itself (`pc:201661`, `0x004C2820`) in full: - Reads the selected item's own `_stackSize`; if `<=1` uses quantity 1, else calls `ItemHolder::GetObjectSplitSize` (i.e. the CURRENT slider value) as the purchase quantity (`pc:201674-201681`). - Computes the price via `VendorProfile::VendorSellPrice` and does a **client-side affordability pre-check** against `this->m_totalValue` (pyreal holdings) or, for an alt-currency vendor, `shopVendorProfile->trade_num - m_last_sale` (`pc:201686-201717`); on failure it shows a LOCAL string via `ECM_UI::SendNotice_DisplayStringInfo` and returns WITHOUT sending anything to the server (`pc:201700-201712`). - Also does a client-side pack/container-capacity pre-check (`pc:201730-201746`) mirroring ACE's own server-side check. - On success: builds a ONE-entry `ItemProfile` list (`var_9c = `, `var_98 = `, `pc:201750-201756`), calls `CM_Vendor::Event_Buy(shopVendorID, &list, currencyId)` (`pc:201763` — the exact wire builder traced in A.1), records the request (`ACCWeenieObject::RecordRequest(shopVendorID, IR_SHOP_EVENT)`) and increments a client-local busy counter (`ClientUISystem::IncrementBusyCount`) — the client-side mirror of the server's `IsBusy` gate (`pc:201764-201765`). - **`0x100000C3` (Add to List button, "Items" tab)** → looks up the selected weenie, computes its split size the same way, then calls `VendorItemsUI::AddToBuyList(this->m_itemsUI, item, quantity)` (`pc:203971-203985`). This **stages** the item into `this->m_buyList` (the data backing the "Buying" tab) — it sends NOTHING to the server. - **`0x100000C9` ("Buy Item" button, "Buying" tab)** — buys the currently selected item WITHIN the staged buy list (calls the same `BuySingleItem`), then removes it from the staged list on success (`pc:203989-204009`). - **`0x100000CA` ("Buy All" button, "Buying" tab)** — the batch path: validates the WHOLE staged list's total cost against holdings/container capacity, then calls `gmVendorUI::SendShopEvent(this, shopVendorID, &this->m_buyList, currencyId, SE_BUY)` (`pc:204075`) — sends the ENTIRE staged list in one `Event_Buy` call, then flushes the staged list (`pc:204076-204077`). **Conclusion for the contract**: retail's Buy button is a real, self-contained, immediate single-item purchase path that does NOT require the "Buying" tab/staging list to exist at all — `BuySingleItem` only reads `ACCWeenieObject::selectedID` and the shared split-size state, both of which are global, not staging-list-local. **This directly unblocks a minimal Slice 6: the Buy button can be wired to send a real purchase without building `VendorBuyUI`/staging first.** The Add button, by contrast, genuinely requires the "Buying" tab's staging list to exist to have any effect — it's pure client-local UI state with no wire message, so it can be safely left unwired (as it already is) without any user-visible "does nothing wrong" surprise, matching the register's existing framing of the "Buying" tab as present-but-inert. ### B.2 — Double-click **No dedicated double-click-to-buy mechanism was found for vendor shop items.** Evidence, not absence-of-search: - `gmVendorUI::ListenToElementMessage` (`pc:204260-204309`, full function read) dispatches on message id 1 (button click → `HandleButtonClicks`), 7 (dropdown selection change), `0x2c` (page change), `0x15` (drop release), and `0x1c` (routes to `HandleMousePresses` only when `m_itemsUI != 0`) — there is no distinct "double-click" message id handled at the panel level. - The base list class `UIElement_ItemList` (every method enumerated via `docs/research/named-retail/symbols.json`, ~50 symbols) has `HandleSingleSelection`, `HandleTargetedUseLeftClick`, `ItemList_SetSelectedItem`, `ItemList_OpenContainer` (for double-clicking a CONTAINER item specifically — opening it, not buying), but **no generic double-click handler** and no vendor-specific one either. - Other retail panels DO have an explicit, separately-named double-click handler when the mechanism exists — e.g. `gmContractsUI::CheckForDoubleClick` (`0x00497A10`), `gmPageListUI::CheckForDoubleClick` (`0x00493140`). No `gmVendorUI::CheckForDoubleClick` or `VendorItemsUI::CheckForDoubleClick` symbol exists in the 18,366-function named table. **Conclusion:** retail's confirmed vendor-item interaction model is single-click-to-select (→ drives the global `ACCWeenieObject::selectedID`, B.3 below) plus an explicit Buy/Add button press. There is no evidence retail supports double-click-to-buy on the shop list. The user's expectation likely carries over from inventory-panel muscle memory (double-click = use/equip elsewhere in retail) — but the vendor "Items" list is not that panel. **This is flagged as an open question for the contract, not resolved unilaterally**: per the project's no-invented-mechanisms discipline, do not silently add a double-click-buy shortcut and call it retail-faithful. The retail-faithful, fully-evidenced fix for "double-click does nothing" is: (a) make single-click meaningfully select (today it only sets a private field with no visible effect — see B.3), and (b) make the Buy button actually work. If the user still wants a double-click shortcut after seeing single-click+Buy work, that is a deliberate, flagged acdream UX addition on top of retail, not a retail port — call it out explicitly in the commit/register the way AP-116 (Particle Range) or similar user-directed deviations are recorded. ### B.3 — The quantity slider **The slider is not a vendor-panel widget. It is the TOOLBAR's shared stack-quantity control**, reused by every "select a stackable item" interaction in the game (splitting an inventory stack, and — per this research — buying a partial stack from a vendor). Full trace: - `gmToolbarUI::HandleSelectionChanged` (`pc:198635-198834`, `0x004BF380`) — the SAME function already partially cited in the existing code's `VendorSplitSize` doc comment — is the ONE seeding point. On every global selection change it: 1. Hides `this->m_pStackSizeEntryBox` and `this->m_pStackSizeSlider` by default (`pc:198660-198661`). 2. If the selected item's own `_stackSize <= 1`, leaves them hidden (single, non-splittable item — `pc:198746-198766`). 3. Otherwise (splittable item), computes the SEED quantity with the exact vendor branch already ported into acdream's `VendorUiController.VendorSplitSize` (`pc:198771-198788`): if no vendor is open, or the item isn't owned by the open vendor, or the item's type does NOT intersect mask `0xDC41CB0`, seed = the item's own stack size; **else** (vendor-owned AND type matches the exempt mask) seed = 1. Sets `GenItemHolder::splitSize = seed`, `GenItemHolder::maxSplitSize = stackSize`, writes the seed into the entry box text, sets the SLIDER's normalized position attribute (`0x86`) to `splitSize / maxSplitSize`, and makes BOTH controls visible (`pc:198790-198820`). - The player can then either **drag the slider** (element `0x100001A3`, message `0xa`, a delta-style update — `gmToolbarUI::ListenToElementMessage`, `pc:198323-198346`) or **type into the entry box** (element `0x100001A4`, message `0x2f` on focus-loss/enter, parsed via `wcstoul` and clamped — `pc:198358-198400`). Either path updates `GenItemHolder::splitSize` (clamped to `[1, maxSplitSize]`) and broadcasts `CM_UI::SendNotice_StackSliderChanged(splitSize, maxSplitSize)` (`pc:198345`, `0x0047A150`) — a GLOBAL notice. - `gmVendorUI::RecvNotice_StackSliderChanged` (`pc:203263-203278`, `0x004C4500`) is a REGISTERED LISTENER on that same global notice: if the vendor panel is visible and the globally-selected item is in the vendor's own shown list, it calls `VendorItemsUI::UpdateItemsUI` to re-render the name/cost text with the new quantity. **The vendor panel never owns the slider — it only reacts to it.** - `ItemHolder::GetObjectSplitSize` (`pc:401465-401477`, `0x00586F00`) — the function `BuySingleItem` and every other purchase/split path reads for the actual transacted quantity — literally `return GenItemHolder::splitSize;` for the currently-selected object. **Conclusion:** the "no slider" symptom is not a missing widget so much as a missing WIRE-UP. acdream ALREADY has a complete, byte-faithful port of this entire mechanism, unused by the vendor panel: - `src/AcDream.Core/Items/StackSplitQuantityState.cs` — ports `GenItemHolder::splitSize`/`maxSplitSize` exactly, including `SetFromSliderRatio` (the `0.25s` scrollbar-to-integer conversion, citing `UIElement_Scrollbar::SetScrollbarPosition @ 0x00470EC0`) and `GetObjectSplitSize` (citing `ItemHolder::GetObjectSplitSize @ 0x00586F00` directly, line 51-61). - `src/AcDream.App/UI/Layout/SelectedObjectController.cs` — binds `StackSizeEntryId = 0x100001A3`, `StackSizeSliderId = 0x100001A4` (lines 55-57) to real `UiField`/`UiScrollbar` elements on the TOOLBAR layout, wires visibility + seeding in `ApplySelection` (`gmToolbarUI::HandleSelectionChanged` port, lines 285-362), and round-trips slider drag / text entry back into `StackSplitQuantityState` (`OnStackSliderChanged`/`CommitStackEntry`, lines 408-431). Its own doc comment ALREADY calls out the exact gap: *"stacks initialize to the full stack... **Vendor-owned stack precedence is intentionally absent until the vendor panel owns an active vendor id.**"* (lines 336-339). - `src/AcDream.App/UI/Layout/ToolbarController.cs:39-41` independently confirms element ownership: *"SelectedObjectController owns the health/mana meters and both stack controls."* The numeric neighborhood also confirms this is the SAME already-imported LayoutDesc: `ToolbarController`'s own const ids bracket the slider exactly — `AmmoIndicatorId = 0x10000194`, then the slider pair `0x100001A3`/`0x100001A4`, then `UseButtonId = 0x1000019D`, `ExamineButtonId = 0x100001A5` (`ToolbarController.cs:50-52`, `SelectedObjectController.cs:45-57`) — all one contiguous authored block already resolved by the existing `layout.FindElement` calls at toolbar mount time. **No new LayoutDesc import or dat discovery is needed — the elements are already found and bound; only the vendor-side trigger is missing.** ### B.4 — The global selection coupling (`ACCWeenieObject::SetSelectedObject`) Confirmed call site with a vendor-owned guid: `VendorSellUI::AddItemToSell` (`pc:203546-203567`, `0x004C4A20`) calls `ACCWeenieObject::SetSelectedObject(arg2, 0)` directly (`pc:203558`) when an item is dragged onto the sell tab — proving vendor-context items DO flow through the same global selection primitive as everything else, not a vendor-local one. The fan-out mechanism: `gmVendorUI::RecvNotice_SetSelectedItem` (`pc:199464-199470`, `0x004C0280`) is a registered listener on the global "selection changed" notice that forwards to THREE registered sub-listeners (hash buckets `0xc`/`0xd`/`0xe` — almost certainly `m_itemsUI`, `m_buyUI`, `m_sellUI`, each of which has its own matching `XxxUI::HandleSetSelectedItem` symbol: `VendorItemsUI::HandleSetSelectedItem @ 0x004C49B0`, `VendorBuyUI::HandleSetSelectedItem @ 0x004C0EA0`, `VendorSellUI::HandleSetSelectedItem @ 0x004C0F50`, plus a shared `VendorSubUI::HandleSetSelectedItem @ 0x004F5860` base). Reading `VendorItemsUI::HandleSetSelectedItem` (`pc:203519-203524`) — it is a pure UI-refresh reaction: `UpdateItemsUI()` + `UpdateQuantityOverlay()`, no state ownership. **The vendor panel is a CONSUMER of the global selection, never its owner** — exactly mirroring the toolbar/status-bar relationship in B.3. **Identifying a vendor-owned item in the selection**: retail's own check (`gmToolbarUI::HandleSelectionChanged`, `pc:198781`) is `eax_5->pwd._containerID != ClientUISystem::GetUISystem()->vendorID` — the selected weenie's OWN `_containerID` field equals the currently-open vendor's guid. This requires the selected item to be a REAL client weenie object with a real `_containerID`/`ContainerId` — which is exactly why this finding is entangled with the acdream seam below (C.1): a vendor shop item that only exists as a `VendorShopItem` record (not a `ClientObjectTable` entry with a `ContainerId`) cannot be resolved this way. ### B.5 — Constructing the outbound Buy message Already fully traced in B.1/A.1: `BuySingleItem` builds a one-entry `ItemProfile(amount=, guid=)` (`pc:201749-201756`), reads the vendor's `VendorTradeCurrency` for the trailing currency id, and calls `CM_Vendor::Event_Buy(vendorId, &list, currencyId)`. No separate "build the message" step exists distinct from the button-click handler itself — retail does not stage-then-serialize; `BuySingleItem` does both the validation AND the send inline. --- ## C. acdream seams ### C.1 — The canonical selection owner, and its hard dependency `SelectionState` (`src/AcDream.Core/Selection/SelectionState.cs`) is acdream's already-complete port of `ACCWeenieObject::SetSelectedObject` (its own doc comment says so verbatim, lines 34-39): dedup, previous-id tracking, and a `Changed` event fanned out to every listener with per-listener exception isolation — the exact shape `RecvNotice_SetSelectedItem`'s fan-out has in B.4. It already has a `SelectionChangeSource` enum (`System, World, Radar, Inventory, ExternalContainer, Paperdoll, Toolbar, Keyboard, Plugin`) with a slot conspicuously reserved for exactly this kind of per-origin tagging — but **no `Vendor` case exists yet**. Every OTHER retained panel already threads the SAME `SelectionState` singleton into its own bindings record: `RadarRuntimeBindings.Selection` (`RetailUiRuntime.cs:43`), `MagicRuntimeBindings.Selection` (`:62`), `ToolbarRuntimeBindings.Selection` (`:104`), `InventoryRuntimeBindings.Selection` (`:131`), `ExternalContainerRuntimeBindings.Selection` (`:139`). Real call sites: `_bindings.Radar.Selection.Select(guid, SelectionChangeSource.Radar)` (`RetailUiRuntime.cs:633`), `b.Selection.Select(guid, SelectionChangeSource.Toolbar)` (`:739`). **`VendorRuntimeBindings` (`RetailUiRuntime.cs:171-173`) is the only panel binding record missing a `Selection` field** — it carries just `VendorState State` and `ResolveIcon`. This is a two-field record change plus one new enum case, not a new subsystem. `StackSplitQuantityState` is likewise already a TOP-LEVEL singleton on `RetailUiRuntimeBindings` (`RetailUiRuntime.cs:195`, exposed as `private StackSplitQuantityState StackSplitQuantity => _bindings.StackSplitQuantity;` at line 208) — already reachable from `MountVendor()` (`RetailUiRuntime.cs:1929`) without any new plumbing at all, since it's not per-panel like `Selection` is. **The hard dependency (why this must come first, not last):** `SelectedObjectController`'s name/stack-size resolvers are wired, at the composition root, DIRECTLY against `ClientObjectTable`: `ResolveName: guid => d.Inventory.Objects.Get(guid)?.GetAppropriateName()` and `StackSize: guid => (uint)(d.Inventory.Objects.Get(guid)?.StackSize ?? 0)` (`src/AcDream.App/Composition/InteractionRetainedUiComposition.cs:646`, `649-650`). Vendor shop items are **not** registered in `ClientObjectTable` today — confirmed by AP-161 finding #2 (`docs/architecture/retail-divergence-register.md`) and by reading `VendorState.Apply` (`VendorState.cs:144-182`), which only stores items in its own `IReadOnlyList`, and `GameEventWiring`'s `ApproachVendor` handler (per AP-161's own text), which "only calls `vendor?.Apply(...)`, never touches `items`/`ClientObjectTable`." **Consequence:** if `VendorUiController`'s row click is wired to `SelectionState.Select(item.ItemGuid, SelectionChangeSource.Vendor)` *before* shop items are registered in `ClientObjectTable`, the status bar will show a BLANK name and a stack size of 0 for a selected shop item — a regression dressed as a fix, not a working feature. **The Slice 5 doc's already-made recommendation (§A.2 point 4: register each `ApproachVendor` item into `ClientObjectTable` the way retail materializes a real `CWeenieObject` per shop item, `pc:203720-203748`) is therefore not optional polish for Slice 6 — it is the load-bearing prerequisite for symptoms 3 and 4 both, and it simultaneously unlocks AP-161's finding #2 (shop-item examine, currently a hard-STOP because `AppraisalUiController.Apply` requires a live `ClientObjectTable` entry — `src/AcDream.App/UI/Layout/AppraisalUiController.cs:418-420`).** A concrete registration mechanism already exists to reuse: `ClientObjectTable.Ingest(WeenieData)` is how ordinary `CreateObject` entries get registered (`ObjectTableWiring.ApplyEntitySpawn`, `src/AcDream.Core.Net/ObjectTableWiring.cs:105-130`, `table.Ingest(data)` at line 124). Since a `VendorShopItem`'s wire source is literally the same `PublicWeenieDesc` body a `CreateObject` carries (Slice 5 doc §A.2 point 3), building an equivalent `WeenieData` per shop item (guid, `ContainerId = vendorGuid`, name/type/icon/stack fields already captured on `VendorShopItem`, `VendorState.cs:38-78`) and calling the same `Ingest` path is the natural, minimal-new-code route — not a new registration mechanism. Once shop items ARE in `ClientObjectTable` and `VendorRuntimeBindings` carries `Selection`, retail's vendor-owned split-exempt-mask branch (B.3) needs exactly one more piece: `SelectedObjectController.ApplySelection` currently seeds `StackSplitQuantityState.Reset(stackSize)` unconditionally for any `stackSize > 1u` (`SelectedObjectController.cs:340-345`) — it has no notion of "is this a vendor-owned item, and does its type match the split-exempt mask." The mask constant already exists (ported once, for display-only purposes) as `VendorUiController.SplitExemptMask = 0xDC41CB0` (`VendorUiController.cs:163`, `pc:198784`, `gmToolbarUI::HandleSelectionChanged`). **The contract should either (a) move this mask + its "is this guid owned by the currently-open vendor" check into `SelectedObjectController`/a small shared helper both it and `VendorUiController` call, or (b) inject "vendor id + split-exempt predicate" as a delegate into `SelectedObjectController.Bind` the same way health/mana/name are already injected** — a genuine, bounded design decision for the contract, not a research finding to pre-decide. ### C.2 — The outbound GameAction builder pattern `src/AcDream.Core.Net/Messages/InteractRequests.cs` is the established precedent: one `public static class` per family, one `public const uint` opcode, one `public static byte[] BuildXxx(uint gameActionSequence, ...)` per message shape writing the fixed `0xF7B1` envelope + sequence + opcode + fields with `BinaryPrimitives.WriteXxxLittleEndian` (see `BuildUse`, `BuildUseWithTarget`, `BuildTeleToLifestone`, `BuildPickUp` — lines 38-108). None of the existing builders in this file handle a variable-length list payload yet (Buy needs `itemCount` + N variable items), but the pattern extends trivially (compute `16 + 8*itemCount` bytes, write the count, loop writing `amount`/`guid` pairs, then the trailing currency `u32`). The send-site pattern lives on `WorldSession` (`src/AcDream.Core.Net/WorldSession.cs`): every `SendXxx` method is `NextGameActionSequence()` → `SomeRequests.BuildXxx(seq, ...)` → `SendGameAction(body)` (e.g. `SendTeleportToLifestone`, lines 2078-2082; `SendTalk`, lines 2040-2046). A `SendBuy(uint vendorGuid, uint itemGuid, int amount, uint alternateCurrencyId)` following this exact three-line shape is the natural addition, paired with a new `VendorRequests.BuildBuy` (or extending `InteractRequests`) static builder. Existing sibling bindings show the exact shape a `SendBuy` delegate should have when threaded into `VendorRuntimeBindings`: `InventoryRuntimeBindings.SendUse` is `Action?`, `SendPutItemInContainer` is `Action?`, `SendStackableSplitToContainer` is `Action?` (`RetailUiRuntime.cs:126-129`) — all nullable nullary-return `Action<...>` delegates constructed at the composition root as `guid => late.Session.CurrentSession?.SendXxx(...)` (`InteractionRetainedUiComposition.cs:668-673` for the `Inventory` block). ### C.3 — Existing split/quantity UI Already fully covered in B.3/C.1: **the quantity UI is not missing, it is unwired for vendor.** `SelectedObjectController` + `StackSplitQuantityState` are the complete, already-shipped port living on the retail toolbar LayoutDesc (`0x21000016`) that `ToolbarController` already imports. No new LayoutDesc discovery, no new dat-extraction pass, and no new widget class are needed for the slider itself. ### C.4 — Money display and the reconciliation loop `VendorUiController.BuildCostText` already reads the player's holdings live from `ClientObjectTable`: `_objects.Get(_playerGuid())?.Properties.GetInt((uint)PropertyInt.CoinValue)` (`VendorUiController.cs:691`). `PropertyInt.CoinValue` updates are ALREADY generic, wired-once machinery: `ObjectTableWiring.Wire`'s `PrivateUpdatePropertyInt (0x02CD)` handler applies ANY int property to the player's `ClientObjectTable` entry with no per-property special-casing (`src/AcDream.Core.Net/ObjectTableWiring.cs:49-62`) — this is the SAME path `UpdateCoinValue`'s server-side `GameMessagePrivateUpdatePropertyInt(PropertyInt.CoinValue, ...)` (A.2 above) lands on. The full reconciliation loop after a successful buy — coin deduction, new item appearing in inventory, encumbrance update — is **already fully covered by existing generic machinery** with zero vendor-specific code needed: `GameMessageCreateObject`/`GameEventItemServerSaysContainId` for the new item (standard inventory-placement plumbing, J4.2), and `PrivateUpdatePropertyInt` for `CoinValue`/`EncumbranceVal` (above). The vendor panel's own cost/price text will refresh automatically on the next `ApproachVendor` (A.2 step 4) → `VendorState.Apply` → `VendorUiController.OnVendorChanged`'s `Refreshed` case → `RebuildCategories()` → `RebuildItemList()` → (if the prior selection survives the rebuild) `SelectItem()`, which re-reads `CoinValue` live — matching retail's own `OpenVendor`-refresh-driven redraw model exactly (no polling, no separate "did money change" event needed). **Net effect for the contract: Slice 6's true remaining implementation surface is narrow.** The generic reconciliation plumbing (money, inventory placement, panel refresh-on-reopen) is DONE. What's actually missing is: (1) shop items in `ClientObjectTable`, (2) `SelectionChangeSource.Vendor` + wiring the row click and Buy button, (3) the outbound Buy builder + a `SendBuy` dispatch through the existing `UseDone` gate, (4) threading `SelectionState`/a vendor-owned split predicate so the slider shows and seeds correctly. --- ## D. Scope recommendation Minimal retail-faithful ordering, in dependency order (each step is concretely unblocked by the one before it; skipping ahead reproduces the "blank status bar" regression risk called out in C.1): 1. **Materialize `ApproachVendor` shop items into `ClientObjectTable`** (guid, `ContainerId = vendorGuid`, the fields `VendorShopItem` already captures) via the existing `Ingest(WeenieData)` path (`ObjectTableWiring.ApplyEntitySpawn`'s pattern). This is the prerequisite for everything else and simultaneously retires half of AP-161's finding #2 (shop-item examine becomes reachable once `AppraisalUiController.Apply`'s `ClientObjectTable` lookup succeeds). 2. **Add `SelectionChangeSource.Vendor`; add `SelectionState Selection` (and a vendor-owned split-exempt predicate, C.1's open design question) to `VendorRuntimeBindings`; change `VendorUiController`'s row click (`cell.Clicked`, line 567) to call `SelectionState.Select(item.ItemGuid, SelectionChangeSource.Vendor)` instead of the private `SelectItem`/`_selectedItemGuid` path.** This single change, given step 1 is done, fixes symptom 4 (status bar) AND symptom 3 (slider — because `SelectedObjectController.ApplySelection` already shows/seeds the toolbar slider for any stack `>1u` once the guid resolves through `ClientObjectTable`) as a side effect of routing through the REAL owner instead of reimplementing display logic locally. 3. **The outbound Buy wire message + dispatch through the existing `UseDone` gate** (C.2/A.4): a `VendorRequests.BuildBuy` builder, `WorldSession.SendBuy`, a `SendBuy` delegate threaded into `VendorRuntimeBindings`, and a call from the Buy button (below) routed through `RuntimeInteractionTransactionState`'s existing single-flight reservation the same way ordinary `Use` is. 4. **Wire `_buyButton.OnClick`** to read `SelectionState.SelectedObjectId` + `StackSplitQuantityState.GetObjectSplitSize(...)` and call the new `SendBuy` — porting `BuySingleItem`'s exact shape (B.1): client-side affordability pre-check optional (server already validates and sends a clear-enough failure signal per A.2 — a nice-to-have, not required for correctness), immediate single-item purchase, no staging list required. **Explicitly deferred, not required to fix the four reported symptoms:** - **`VendorBuyUI`/`VendorSellUI` staging** (the "Buying"/"Selling" tabs' Add/Buy Item/Buy All/Clear buttons) — B.1 proves the Buy button works completely independently of staging. Leave these tabs exactly as AP-161 already documents them (present, switch pages, inert). - **Double-click-to-buy** — B.2 found no retail precedent; do not add it silently. Surface as an explicit open question (below) rather than guessing at a UX addition. - **Sell** (A.3) — full mirror wire shape noted for when the sell UI is built; not part of this pass. - **`VendorProfile::InqAcceptability`** (sell-eligibility highlighting) — unchanged from the Slice 5 fence; still meaningless without a sell UI. --- ## Open questions for the contract 1. **Client-side pre-checks (affordability, capacity) before sending Buy** — retail does them (B.1); ACE also validates server-side and sends a distinguishable-enough failure signal (A.2). Recommendation: skip the client-side pre-check for this pass (it's pure latency/UX polish, not correctness — the server is authoritative either way) and file it as a fast follow-up if the user notices the round-trip lag on a refused purchase. 2. **Double-click** — no retail mechanism found (B.2). Ask the user directly whether they want a deliberate acdream-only double-click shortcut once single-click-select + Buy-button-works is verified live, rather than assuming yes and inventing behavior. 3. **Where does the vendor-owned split-exempt-mask predicate live** — C.1's design question: fold into `SelectedObjectController` directly (it already owns the seeding logic, would need a `Func isVendorOwnedExempt` delegate), or keep it a small shared static helper both `SelectedObjectController` and `VendorUiController` call. Either is defensible; the contract should pick one rather than duplicating the `0xDC41CB0` mask logic a second time (it already exists once, as display-only logic, in `VendorUiController.VendorSplitSize` — that copy should be deleted once the real seeding path exists, not left as a second source of truth). 4. **Trailing `AlternateCurrencyId` field on the outbound Buy message** — A.1 resolved the ACE-vs-retail tension in favor of porting it (retail sends it; ACE currently ignores it but doesn't break if present). Confirm no objection before implementation, since it's the one place this document recommends porting a field the CURRENT ACE server build demonstrably doesn't need. 5. **`WeenieData`/`Ingest` construction for shop items** — the exact field mapping from `VendorShopItem` (`VendorState.cs:38-78`) to whatever `WeenieData` shape `ClientObjectTable.Ingest` expects wasn't traced to the field level in this pass (time-boxed); a focused read of `ObjectTableWiring.ToWeenieData` (referenced at `ObjectTableWiring.cs:115`) against `VendorShopItem`'s field list is a short follow-up before implementation, not a re-open of this document's conclusions.