acdream/docs/research/2026-08-11-campaign-op-test-script.md
Erik 22b86b9ff4 feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's
template-list mechanism and OP3's OptionPage model: 6 authored group
headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK
death messages", AP-193) in research doc §2's authored order, each row
resolved by PlayerOption id through CharacterOptionTable, seeded from
live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable.
ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption
@0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm
the directive was followed), labels/tooltips resolved by name from
string table 0x23000003 (never hard-coded English), and registered with
OptionsPanelController.CharacterPage. Apply/Reset/Defaults
(0x100001FC/FD/FE) are now wired per-page via a scoped subtree search
(UiElement.FindDescendant, promoted from UiTabPanel) since Character/
Chat/Config each author their own physical instance under the SAME
element ids.

Consumers: Group A (29 ids) wire+store only via the existing
SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display
Timestamps prefixes new transcript lines (RuntimeCommunicationState.
DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off
(WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as
Default Movement inverts the walk-mode modifier's default
(RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C
re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget
(CharacterOptionCombatSettingsSource), VividTargetingIndicator/
CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local
GameplaySettings record to the canonical server bit — closing two
previously-unfiled divergences where AutoRepeatAttack and
AcceptCorpseLootingPermissions never reached the wire despite being
retail auto-save ids. TS-73 narrowed to its two still-open cases;
TS-75..TS-80 file the genuine gaps (no day/night force, no weather-
particle/profanity-filter/salvage/housing/pickup-preference subsystem,
fellowship-create's unaudited client-sourced field) rather than
inventing stand-ins.

Conformance: CharacterOptionsPageControllerTests pins all 50 rows
against CharacterOptionTable in both directions (an invented or dropped
row fails the build), the authored group/order row-by-row, and the
build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against
the committed fixture. 52 new tests; full solution suite 13,008 passed /
4 skipped / 0 failed (was 12,956/4/0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 04:31:34 +02:00

26 KiB

Campaign OP connected-gate test script

Status: OP3, OP4, and OP7 sections. Later slices (OP5-6, OP8) append their own sections here as they land; the campaign's OP9 closeout gate is this document complete plus every slice code-complete.

This document is the script the user runs against the live connected client (ACDREAM_LIVE=1 against the local ACE server) to accept each slice. Each item states what to do and what retail-faithful behavior to expect. Anything marked INERT is authored and clickable but deliberately does nothing yet — that is the correct, contracted behavior for this slice, not a bug.


OP3 — panel shell, open paths, Gameplay tab

Opening and closing the panel

  1. Press F11. The Options panel opens — a floating, resizable window titled by its own chrome (no title-bar text is authored; the window itself is the visual identity). The Gameplay Options tab is selected by default (leftmost tab, matching the user's own retail screenshot).
  2. Press F11 again. The panel closes.
  3. Click the toolbar's Options button (the icon at the right end of the shortcut row, next to Inventory). The panel opens. If a DIFFERENT gmPanelUI-family panel was already open (Character Info, Skills, Vitae, Inventory, etc.), opening Options closes it first — this is retail's real "one active panel" behavior (gmPanelUI's shared geometry/exclusive-child model), not new to this panel. Note the button's STATE change, not just its behavior: before this slice this button was greyed out/disabled (panel id 10 was not in the catalog) and clicking it did nothing. It should now be fully enabled, AND it should highlight (same visual as the Inventory/Character/Magic buttons) while the Options panel is open, un-highlighting when it closes.
  4. Click the panel's own close (X) button, top-right of the window chrome. The panel closes — same action as F11.
  5. Drag the window by its border/chrome; resize it from the BOTTOM edge only. Options shares its geometry policy with every other gmPanelUI sibling (Character/Inventory/Spellbook/the indicator-detail panels): draggable, resizable from the bottom edge only (NOT the top, left, or right edges, and NOT a corner — the panel does not resize horizontally at all), and it remembers its HEIGHT across a close/reopen within the same session, same as every sibling. This is a correction from OP3-as-landed, which briefly gave Options all-four-edge/horizontal resize that no sibling has and that silently reverted to 300px wide the next time a sibling panel was shown.

Tab switching

  1. Click each of the four tabs (Gameplay Options, Character, Chat, Config). Each switches the visible page; exactly one page is visible at a time. Character/Chat/Config show their AUTHORED content (row templates, Apply/Reset/Defaults buttons, scrollbars) but nothing on those three tabs is wired to live data yet — that is OP4/OP5/OP6's scope, not a bug in this slice. Only the currently-selected tab's button highlights as "open"; the others read "closed".
  2. Switch away from Gameplay and back. No crash, no stuck state.

The seven Gameplay-tab buttons

  1. Exit Game. Click it. The client logs off and closes gracefully — same behavior as pressing Escape then confirming, or closing the window. No confirmation dialog (retail has none on this path).
  2. Exit to Character Selection. Click it. A confirmation dialog appears ("Are you sure you want to end this character session?" or the DAT-resolved retail equivalent). Click Yes while standing on solid ground: the client logs off and closes — today this behaves identically to Exit Game, NOT a return to a character-select screen (acdream has no pre-world character-select flow yet — register row AD-74). Click No: nothing happens, panel stays open.
  3. Exit to Character Selection while airborne (jump and click the button mid-air, or confirm while still in the air). Expect the chat line "Cannot log off while in mid-air." in the SpewBox/chat scroll instead of logging off — this is retail's own byte-verified refusal, faithfully ported.
  4. Configure Keyboard. Click it. INERT — nothing happens. This is the contracted behavior for OP3; OP8 wires the real Configure Keyboard screen, and OP8's own gate re-tests this exact button. Do not report this as a bug for OP3.
  5. In-Game Help Files. Click it. INERT — nothing happens. Retail's own help viewer is a third-party plugin (plugins\ACHelpPlugin.dll) acdream does not have; retail itself fails silently with the plugin absent, and this button mirrors that (register row AD-76).
  6. Urgent Assistance. Click it. Expect a chat line explaining the web browser could not be launched and pointing at http://support.turbine.com/ics/support/ticketnewwizard.asp?style=classic — retail's own byte-verified failure text, always shown (the URL is dead in 2026, so acdream never attempts to open a browser — register row AD-75). No native browser window opens, no OS dialog box. Legibility check (blast review SHOULD-FIX 4): this is a THREE-LINE, ~110-character-URL body landing in the SpewBox overlay, which auto-expires after 5 seconds. Read the whole body BEFORE it disappears — if you cannot finish reading it (especially the URL) in that window, report it as a legibility problem; the honest fix would be routing it to the scrolling chat transcript (which stays and scrolls back) instead of shortening the timeout.
  7. Report Abuse. Click it. Same shape as Urgent Assistance (including the same legibility check), with its own retail text ("...to submit an abuse report...").
  8. Use Mouse Turning Settings. Click it. Expect one retail chat line per changed value among: Camera Stiffness, Camera Adjustment, Mouse Sensitivity, Align To Slope, Invert Mouselook Axes, Turn to Face Camera — a FRESH character (never touched these settings) sees all six lines; clicking the button a second time in the same session sees zero lines (everything already at the macro's target). These six lines are byte-verified RetailLogTextType.Magic (0x07), NOT the client-local refusal type — expect LIGHT BLUE text in the SCROLLING CHAT TRANSCRIPT (not the transient SpewBox overlay). Do NOT expect a timestamp prefix: acdream renders no chat timestamps yet (the Display Timestamps consumer is OP4 scope, and there is no chat-log file — TS-69), so a bare light-blue line is CORRECT here (OP3 re-review R1). If you see bright red text in a transient 5-second overlay instead (the ClientLocal/SpewBox look used by the mid-air refusal and UA/RA above), that is the pre-fix-round bug — report it. Known, registered gap (TS-74): acdream has no persistent "turn to face camera" mouse-turning MODE yet, so this button changes stored preferences and sends the wire bit, but you will not see the camera actually start turning with mouse movement — that consumer does not exist yet. Verify the CHAT LINES and that the button is clickable/does not crash; do not expect a camera-behavior change.

Cross-session persistence (mechanism review S6)

  1. Relog the SAME character (log off through Exit Game, or disconnect/reconnect, then log back in) after step 15 has already shown all six lines once. Open the Options panel and click "Use Mouse Turning Settings" again. Expect zero chat lines this time — UseMouseTurning is an auto-save id (SetSingleCharacterOption 0x0005), so the bit reached ACE on the first click and the fresh post-relog PlayerDescription echoes it back as already-on. Seeing the "Turn to Face Camera was changed..." line AGAIN after a clean relog means the bit did not actually persist server-side — report it.
  2. Fully relaunch the client (close the window, start a new process) after step 15. Reopen the Options panel — no button click needed. The five CLIENT-LOCAL preferences (Camera Stiffness, Adjustment Speed, Mouse Sensitivity, Align To Slope, Invert Mouselook Axes) persisted to settings.json's cameraTurning section should still read at the macro's target values from the PREVIOUS session — click "Use Mouse Turning Settings" once more and confirm you again see zero lines (proving the five client-local prefs, not just the one server bit, survived the relaunch).

What to report

  • Any of the above NOT matching (wrong text, wrong tab default, window not draggable/resizable, close button not working, F11/toolbar not opening the panel, opening Options not closing a sibling panel, toolbar button not highlighting while the panel is open).
  • Any exception/crash on any of the 17 steps.
  • Whether the confirmation dialog's exact wording looks retail-correct (it resolves from the DAT string table at runtime; a fallback English string only appears if that resolution fails, which would itself be worth reporting).

Explicitly NOT in scope for this gate

  • Character/Chat/Config tab content (rows, checkboxes, sliders, live data) — OP4/OP5/OP6.
  • Configure Keyboard's actual screen — OP8.
  • Any observable camera change from "Use Mouse Turning Settings" — no acdream consumer exists yet (TS-74).

OP4 — the Character tab

The Character tab (0x21000028) is the biggest single tab: 6 authored group headers and 50 toggle rows (49 from the 2013 build + D3's "Listen to PK death messages"), each bound by its retail PlayerOption id through CharacterOptionTable and the shared RuntimeCharacterOptionsState. TrySetOption seam every other Options-panel consumer already uses.

Opening the tab and reading the rows

  1. Open the Options panel (F11) and click the Character tab. Six group headers appear top-to-bottom: User Interface Behavior (3 rows), User Interface Display (15 rows), Grouping (6 rows), Other Players (11 rows), Character Behavior (7 rows), Chat (8 rows — 7 from retail plus "Listen to PK death messages"). Every row has a label; hover a few and confirm a tooltip appears. If ANY row shows no label at all, that is a DAT string-resolution miss worth reporting (the code deliberately renders nothing rather than invented English when a string fails to resolve — a blank row is the correct FAILURE shape, not a crash, but still worth flagging which row).
  2. Scroll the list via the scrollbar. All 50+6 rows are reachable; the list does not clip or overlap the Apply/Reset/Defaults buttons at the bottom.
  3. Confirm the checkboxes reflect your character's actual state — e.g. if you have IgnoreAllegianceRequests on from a prior session, its row should show checked on open (seeded from the live server bit at panel-mount time, not always-off).

Auto-save rows — immediate 0x0005

  1. Toggle "Listen to General Chat" off, then on again, without clicking Apply. Confirm the effect is IMMEDIATE and matches the existing Settings-panel Hear*Chat behavior: turning it off silently drops you from general chat (no more /g messages appear); turning it back on restores them. This id is auto-save — the wire send happens on the click itself, not on Apply.
  2. Toggle "Automatically Repeat Attacks" or "Accept Corpse Looting Permissions" (both auto-save). These previously flipped ONLY a client-local flag and never reached the wire (an unfiled divergence this slice closes) — verify the behavior actually changes in combat/looting, not just the checkbox art.
  3. Relog the same character after toggling a couple of auto-save rows. Reopen the panel — the rows should still read whatever you left them at (server echo), confirming the send actually reached ACE and persisted, not just the local bit.

Batched rows — the 0x01A1 blob via Apply

  1. Toggle a BATCHED row (e.g. "Side By Side Vitals" or "Display Date of Birth" — anything NOT in the auto-save set) and click Apply. Relog and reopen the panel: the row should still read your new value (Apply flushed the 0x01A1 blob, ACE persisted it, the fresh PlayerDescription echoes it back).
  2. Toggle a batched row WITHOUT clicking Apply, then relog. The row should revert to its PRE-toggle value on reopen — an un-flushed batched change never reached the wire (the 480 s auto-save timer is a Runtime-level mechanism tested at OP1; do not wait 8 minutes for this gate — just don't click Apply).

Apply / Reset / Defaults semantics

  1. Toggle several rows (mix of auto-save and batched), then click Reset. Every row you touched reverts to its pre-edit value; rows you didn't touch are unaffected. Auto-save rows you toggled will have ALREADY sent their change on the click — Reset sends the REVERTED value as a fresh change (a second 0x0005), which is retail-correct (Reset re-applies live, it does not "undo" a wire message that already happened).
  2. Click Defaults. Every row jumps to its retail default value LIVE — auto-save rows whose default differs from current send immediately; batched rows just dirty the module. Apply/Reset stay (or become) ENABLED afterward if anything actually changed — Defaults does NOT commit a new baseline by itself.
  3. After clicking Defaults, click Apply. The defaulted batched rows' values now flush via 0x01A1; the new state becomes the baseline (Reset can no longer undo past this point).
  4. Switch to another tab (e.g. Gameplay) without clicking Apply after an edit. Uncommitted edits silently revert — switching tabs is a Reset, not a save. Switch back to Character and confirm the reverted state.

Group B consumers — presentation bindings

  1. Toggle "Display Timestamps" on, then send/receive a new chat line (e.g. /who or any inbound tell/say). The NEW line should be prefixed with a timestamp like 14:32:07 (no leading zero on the hour). Lines already in the transcript before you toggled the option do NOT retroactively gain a timestamp. Toggle it back off — new lines stop getting the prefix.
  2. Toggle "Disable Distance Fog" on while outdoors somewhere with visible atmospheric fog at a distance (dusk/dawn or an overcast keyframe shows this most clearly). Distant terrain/objects should stop fading into the fog color — toggle back off and the fog returns.
  3. Toggle "Run as Default Movement" off. Press W (or your bound forward-movement key) alone, with no modifier held: your character should now WALK by default instead of run. Hold the walk-mode modifier key while this option is off: it should now temporarily make you RUN (the modifier always inverts whichever default is active). Toggle the option back on and confirm W-alone runs again (today's pre-OP4 behavior).
  4. "Display 3D Tooltips", "Side By Side Vitals", "Display Spell Durations", "Advanced Combat Interface", "Stay in Chat Mode", "Disable Most Weather Effects", "Always Daylight Outdoors", "Filter Language", "Use Main Pack as Default for Picking Up Items" — verify these are TOGGLEABLE and PERSIST (store+wire only, per the plan's own contract), but do NOT expect any observable client behavior change from them yet. acdream has no existing consumer surface for these (no side-by-side vitals layout, no 3D tooltip rendering, no discrete weather-particle system to gate, no client-side pickup-container preference, no profanity filter) — this is an honest, registered gap, not a bug to report. "Always Daylight Outdoors" specifically does NOT force daytime lighting yet; do not confuse it with the unrelated weather-VARIETY forcing mechanism already in the codebase.

Group C — re-pointed to server truth

  1. **Toggle "Auto Target", "Automatically Repeat Attacks", "Keep Combat Targets in View", "Vivid Targeting Indicator", "Show Coordinates By the Radar", or "Accept Corpse Looting Permissions" and confirm the EXISTING behavior for each (auto-targeting in combat, the combat camera tracking your target, the vivid target overlay, radar coordinate labels, corpse-loot consent) still works exactly as before — these now read the SERVER bit instead of the local settings.json copy, so the observable behavior should be unchanged UNLESS your character's server-side value differs from whatever settings.json had (in which case the NEW, server-driven behavior is correct and the old local-only behavior was the bug).
  2. Relog and confirm all six Group-C options above read their server-persisted value, not a locally-cached default.

What to report

  • Any row with a missing label/tooltip (note which one).
  • Any auto-save row whose behavior doesn't persist across a relog.
  • Any batched row that persists WITHOUT clicking Apply, or reverts DESPITE clicking Apply.
  • Any Reset/Defaults button that stays permanently disabled, or Defaults that becomes disabled (it must never be).
  • Any crash, freeze, or scroll glitch anywhere in the 56-row list.
  • Timestamps, fog toggling, or run-as-default NOT working as described in 13-15.
  • Any Group-C option (17-18) behaving DIFFERENTLY than it did before this slice, other than "now reads the correct server value instead of a stale local one."

Explicitly NOT in scope for this gate

  • Chat tab / Config tab content — OP5/OP6.
  • Configure Keyboard — OP8.
  • Any observable change from Group A rows (privacy flags, fellowship grouping, missile/charge-attack options, helm/cloak visibility, and similar) beyond the checkbox itself toggling and persisting — retail's OWN client has no local consumer for most of these either; the server is the only place their effect is visible (and largely invisible to the player triggering them).
  • "Always Daylight Outdoors" and "Disable Most Weather Effects" actually changing the sky/weather — no acdream consumer exists yet (see item 16 and this slice's register rows).
  • "Use Main Pack as Default for Picking Up Items" actually changing pickup routing — no client-side preferred-container consumer exists.
  • "Filter Language" actually filtering profanity — no filter subsystem exists.

OP7 — headless characterOptions

Unlike OP3-OP6, this is not a graphical-client gate: no window is launched. The coordinator runs acdream-headless run against local ACE with a config declaring a small characterOptions block, and inspects the ACE-side persisted CharacterOptions1/CharacterOptions2 (and, for the ListenTo*Chat ids, the actual Turbine room membership) before and after. Automated coverage (schema rejection, the diff-and-send engine, the wiring from a real PlayerDescription game event through to a captured wire action, and dedicated-update-thread affinity) already runs in tests/AcDream.Headless.Tests/HeadlessConfigurationLoaderTests.cs, HeadlessCharacterOptionsSeederTests.cs, and HeadlessCharacterOptionsSeederWiringTests.cs — this script is for the ONE thing those tests cannot prove: that a REAL ACE server actually accepts and persists the sends.

Recipe

  1. Confirm the character's starting state. Before running the bot, note (or reset) the target character's IgnoreAllegianceRequests (0x01, auto-save, SetSingleCharacterOption 0x0005) and ListenToTradeChat (0x24, auto-save, also 0x0005 — additionally joins/leaves the Turbine trade room) options — e.g. via an existing graphical login, or by inspecting ACE's stored CharacterOptions1/ CharacterOptions2 for the character row directly. Pick a THIRD, batched (non-auto-save) id for the blob path — SalvageMultiple (0x22, tier 2) is a safe choice: it has no observable server-side effect beyond the stored bit, so a mismatch is purely a persistence question, not a behavior one.
  2. Author a headless config with all three declared at values that DIFFER from the character's current stored state, e.g.:
    {
      "version": 1,
      "sessions": [{
        "id": "op7-bot",
        "endpoint": { "host": "127.0.0.1", "port": 9000 },
        "account": "testaccount",
        "character": { "name": "+Acdream" },
        "policy": { "id": "idle" },
        "credential": { "provider": "environment", "reference": "OP7_BOT_PASSWORD" },
        "characterOptions": {
          "IgnoreAllegianceRequests": true,
          "ListenToTradeChat": true,
          "SalvageMultiple": true
        }
      }]
    }
    
    (Flip each true to false instead if the character already has that bit set — the point is a genuine diff in both directions, not specifically "everything ON".)
  3. Run it: acdream-headless run --config op7-bot.json with OP7_BOT_PASSWORD set in the environment. Let it sit in-world a few seconds, then stop it (Ctrl+C — the process scheduler's graceful- shutdown path already sends a real logoff).

Expected wire sends on first connect

  • One SetSingleCharacterOption (0x0005) for IgnoreAllegianceRequests (id 0x01) — immediately, no batching.
  • One SetSingleCharacterOption (0x0005) for ListenToTradeChat (id 0x24) — immediately, and ACE's handler additionally joins the Turbine trade-chat room server-side for this session (observable via ACE's own Turbine-chat membership logging if available).
  • No SetSingleCharacterOption (0x0005) for SalvageMultiple (id 0x22) — it is batched, not auto-save, so TrySetOption only marks the module dirty and never sends 0x0005 for it. The single SetCharacterOptions (0x01A1) blob flush is the ONLY wire evidence of this id changing (OP7's diff-and-send calls the explicit SaveOptions verb once, after every declared id has been diffed, never interleaved — so this same 0x01A1 also carries whatever the loop already wrote locally for IgnoreAllegianceRequests/ListenToTradeChat, even though those two ALSO got their own immediate 0x0005).
  • No other option bits change. ACE's stored CharacterOptions1/ CharacterOptions2 for every UNDECLARED id stay exactly what they were before the run.
  • No 0x01A1 blob before the client's own GameActionLoginComplete. If ACE logs a refusal ("SetCharacterOptions received before FirstEnterWorldDone" or equivalent), that is a real OP7 defect — the diff-and-send is contracted to run only after both LoginComplete has been sent AND a real PlayerDescription has seeded local state (HeadlessCharacterOptionsSeeder's own two-precondition latch).

Expected silence on reconnect

  1. Run the SAME config a second time (a fresh process, or the process's own reconnect path if it fires) without changing anything on the ACE side in between. Expect zero 0x0005/0x01A1 sends for the three declared ids — the fresh PlayerDescription now echoes back exactly what the first run persisted, so the declared-vs-actual diff finds nothing (idempotent by construction: a bot that already has what it wants sends nothing, matching retail's own "re-set to the current value produces nothing" rule — set-character-options-wire.md §3.1/§3.5).
  2. Flip one declared value in the config (e.g. SalvageMultiple back to false) and run again. SalvageMultiple is batched, so expect exactly ONE 0x01A1 blob flush and no 0x0005 for it — the other two declared ids, still matching, produce nothing at all (not even the blob).

What to report

  • Any declared id that does NOT persist across a fresh reconnect (ACE either rejected it silently, or the diff-and-send never actually ran).
  • Any UNDECLARED id whose stored value changed — a sign the blob echoed something it shouldn't have (wire research §5.3's "echo real values, never zero them" rule, or a stale/incorrect snapshot read).
  • Any 0x0005/0x01A1 send observed BEFORE the client's own LoginComplete action on the wire (a WireMCP capture on loopback 127.0.0.1:9000 settles this precisely if ACE's own log line is ambiguous).
  • Whether ListenToTradeChat actually joined the Turbine trade room server-side (not just the stored bit) — the one declared id in the sample config with a real behavioral consumer.

Explicitly NOT in scope for this gate

  • Every other tier-1/tier-2 option name — the three above exercise both wire paths (auto-save 0x0005-only and batched 0x0005+0x01A1); the remaining 23 names share the same two code paths and are already covered by the id-ascending completeness assertions in CharacterOptionTableTests (OP1) and the schema tests here (OP7).
  • Any presentation-only (tier-3) option — HeadlessConfigurationLoader refuses to load a config that declares one; there is nothing to run.
  • The graphical Options panel's own Character tab — OP4.

OP7 gate result — PASSED (coordinator, 2026-08-11)

Three live runs against local ACE (127.0.0.1:9000, +Acdream, lifecycle-smoke policy, temporary seeder diagnostics since reverted):

  • Run 1 (declared: IgnoreAllegianceRequests=true, ListenToTradeChat=true, SalvageMultiple=true): the seeder sent exactly two SetSingleOption diffs (IgnoreAllegianceRequests false→true auto-save; SalvageMultiple false→true batched) plus ONE SaveOptions (0x01A1) flush; ListenToTradeChat was already true and sent nothing. After the policy's own portal AND a genuine mid-run reconnect (fresh ACE PlayerDescription), all three reported already ..., no send — proving ACE accepted and persisted both wire paths within the session.
  • Run 3 (fresh process, SalvageMultiple flipped to false): the fresh seed echoed SalvageMultiple=true from run 1 — a value ONLY the run-1 0x01A1 blob could have carried (batched id, never 0x0005), which is the cross-process ACE-persistence proof. The flip sent one SetSingleOption + one SaveOptions and nothing for the other two ids; post-portal and post-reconnect re-diffs were silent.
  • Both runs: no pre-LoginComplete sends observed, no ACE refusals, graceful zero-code exits, disposed with converged runtime and zero leases. Pre-existing noise unrelated to OP7, noted for the record: an unmapped [weenie-error] code=0x051D, and the K4 resource envelope's handle-count violation (the k4-linux-30-session Linux profile evaluated on Windows).