Applies the Opus review of Campaign CH slice CH3 (614a1e05):
- B1: UN-9 was a phantom divergence — ACE's CharacterOptions1.cs:47
OR-sum is 0x50C4A54A (its own comment confirms 1355064650), identical
to acdream's literal. The wrong 0x50C48D4A existed only in the research
doc. Row deleted, register §5 reverted to 4 rows, research doc corrected
with dated notes.
- S1/S4: AllegianceBroadcast (0x02000000) is a server-echoing channel —
ACE's GameActionChatChannel handler includes the sender in its real-name
Allegiance.Members broadcast (retail's DoAllegianceBroadcast has no
AddTextToScroll), so the client must skip its local optimistic echo, not
keep it. ChatChannelInfo.Legacy.IsSelfEchoChannel() now returns true for
it; RouteLegacyChannel's comment corrected; Turbine.IsSelfEchoChannel()'s
backwards comment rewritten truthfully.
- S3: retail's /a stays on the legacy AllegianceBroadcast bitflag until
StartupTurbineChatSystem successfully starts Turbine chat — "never
started" (TurbineChatState.Enabled == false) now falls back to legacy in
both LiveSessionCommandRouter.RouteChat and
DirectGameRuntimeCommandAdapter.TrySendChannel, while "enabled but no
allegiance room" still correctly refuses locally.
- S5: added a LiveSessionEventRouter test proving the Options.Replace ->
OnCharacterOptionsChanged seeding order, and RuntimeSettingsTargets /
GameWindowLiveSessionOwnershipTests tests proving the concrete
ICommandBus.Publish wiring and the single LiveSessionCommandSurface
construction site.
- S6: AP-181 rewritten to name both of retail's omitted pre-send checks
(IsMessageSafe silent-drop, then IsMessageSpam) and stop misattributing
either to RouteLegacyChannel, which has no such gates.
- N1-N7: CharacterOptionId moved below SocialActions so its doc comment
re-attaches; TurbineChatMembershipGate reuses TurbineChatDisplayNames
instead of a duplicate table; the gate-to-refusal-text mapping is now
shared via TurbineChatMembershipGate.ResolveRefusalText instead of
duplicated in both hosts; ChatSettings.Default now matches ACE's real
CharacterOptions2.Default (Roleplay/Society start off); a doc-comment
clarifies only the five Hear toggles are server-backed; the register's
§3 header recounted 129 -> 128.
Suite: 11,964 passed / 4 skipped / 0 failed (baseline 11,957/4/0 + 7 new
tests). Campaign ledger CH3 review column updated to APPROVE-WITH-FIXES.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
124 lines
5.7 KiB
C#
124 lines
5.7 KiB
C#
namespace AcDream.Core.Chat;
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/// <summary>
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/// Source/transport classification for a chat channel — distinguishes
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/// retail's two parallel chat channel pipelines.
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/// </summary>
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public enum ChatChannelSource
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{
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/// <summary>Legacy <c>ChatChannel</c> bitflag id rides 0x0147 ChatChannel.</summary>
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Legacy,
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/// <summary>Turbine room id rides 0xF7DE TurbineChat.</summary>
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Turbine,
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}
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/// <summary>
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/// Unified info about a chat channel — either a legacy ChatChannel id
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/// (Fellowship, Allegiance, Vassals, Patron, Monarch, CoVassals) or a
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/// Turbine room id (General, Trade, LFG, Roleplay, Society*, Olthoi).
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///
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/// <para>
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/// Mirrors holtburger's <c>ChatChannelInfo</c>
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/// (<c>references/holtburger/crates/holtburger-core/src/client/types.rs</c>
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/// lines 63-102). The two retail channel pipelines run side by side —
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/// legacy <c>ChatChannel</c> for the player-organisation channels and
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/// <c>TurbineChat</c> for the global community rooms — and a single
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/// abstraction over both keeps the chat panel and command bus from
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/// having to special-case the transport at every call site.
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/// </para>
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///
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/// <para>
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/// <see cref="IsSelfEchoChannel"/> tells callers whether the server
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/// echoes the client's own outgoing messages back on this channel
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/// (so the client should suppress its optimistic local echo). Per
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/// holtburger's predicate at <c>chat.rs::is_self_echo_channel</c>
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/// (lines 492-507) this is true for the legacy fellowship/vassals/
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/// patron/monarch/co-vassals channels — server resends those with an
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/// empty sender. S1 (CH3 Opus review, 2026-08-09) added
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/// AllegianceBroadcast to this same group: ACE's GameActionChatChannel
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/// handler includes the sender as an ordinary member of its real-name
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/// broadcast — a different mechanism from the other five's empty-sender
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/// resend, but the same consequence for the client (suppress the local
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/// echo). Turbine and tells do not echo.
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/// </para>
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/// </summary>
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public abstract record ChatChannelInfo(string DisplayName, ChatChannelSource Source)
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{
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/// <summary>Legacy <c>ChatChannel</c> bitflag id (0x00000800 etc.).</summary>
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public sealed record Legacy(uint ChannelId, string DisplayName)
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: ChatChannelInfo(DisplayName, ChatChannelSource.Legacy)
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{
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public override bool IsSelfEchoChannel()
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{
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// Per holtburger: the legacy fellowship + allegiance-tree
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// channels are the ones the server echoes back to the sender.
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// Bitflag values from
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// references/holtburger/.../messages/chat/types.rs::ChatChannel.
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//
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// S1 (CH3 Opus review, 2026-08-09) — corrects the original CH3
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// filing at research doc §3.7/§5.4: AllegianceBroadcast
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// (0x02000000) belongs in the `true` group below, NOT the
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// `false` default. ACE's GameActionChatChannel handler iterates
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// player.Allegiance.Members, and the sender IS a member, so
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// they receive their own line back with their REAL name — a
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// different mechanism from Fellow/Vassals/Patron/Monarch/
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// CoVassals' separate ""-sender resend, but the same
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// consequence: keeping a local optimistic echo double-prints.
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// Retail agrees: ClientCommunicationSystem::DoAllegianceBroadcast
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// @0x005761F0 calls Event_ChannelBroadcast(0x2000000, &text)
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// with no AddTextToScroll of its own.
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return ChannelId switch
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{
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0x00000800u => true, // Fellow
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0x00001000u => true, // Vassals
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0x00002000u => true, // Patron
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0x00004000u => true, // Monarch
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0x01000000u => true, // CoVassals
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0x02000000u => true, // AllegianceBroadcast
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_ => false,
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};
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}
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}
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/// <summary>
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/// TurbineChat room. <see cref="RoomId"/> is the runtime channel id
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/// the server hands out via <c>SetTurbineChatChannels</c> (0x0295).
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/// <see cref="ChatType"/> classifies the room semantically (General,
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/// Trade, etc.); <see cref="DispatchType"/> chooses the wire dispatch
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/// (SendToRoomById for outbound, SendToRoomByName for inbound events).
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/// </summary>
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public sealed record Turbine(
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uint RoomId,
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uint ChatType,
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uint DispatchType,
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string DisplayName)
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: ChatChannelInfo(DisplayName, ChatChannelSource.Turbine)
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{
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public override bool IsSelfEchoChannel()
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{
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// S4 (CH3 Opus review, 2026-08-09): the comment this replaced
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// was wrong in both directions. ACE's TurbineChatHandler
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// resends via GetAllOnline() WITH the sender included — there
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// is no sender exclusion, so the sender's own outgoing line
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// comes back through the SAME broadcast every other member
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// gets. Retail's SendTurbineChat @0x0057db10 emits no local
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// AddTextToScroll on success either way. Production correctly
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// shows no local optimistic echo for Turbine channels, but NOT
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// because of this return value — RouteTurbineChat
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// (LiveSessionCommandRouter / DirectGameRuntimeCommandAdapter)
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// never calls OnSelfSent for a Turbine send at all, so this
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// method is currently unread for the Turbine variant (only
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// Legacy.IsSelfEchoChannel() has a caller). Kept `false` here
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// since no caller depends on the value either way.
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return false;
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}
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}
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/// <summary>
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/// True iff the server echoes our own outgoing messages on this
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/// channel — caller should suppress optimistic local echo to avoid
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/// double-printing.
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/// </summary>
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public abstract bool IsSelfEchoChannel();
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}
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