Mounts gmCharGenMainUI (enum 0x10000039, root 0x100003CC) via CharacterCreationUiController/CharacterCreationUiMountCoordinator, cloning CharacterManagementUiController's recipe. Master shell ports SetProgressState @0x004e7a10 (Olthoi tab-hide + redirect) and ListenToElementMessage @0x004e9450 (Back/Next/Finish/Help/Exit/Random nav) verbatim, with free tab navigation over all six pages. Heritage, Profession, Skills, and Town pages bind to CC3's RuntimeCharacterCreationState commands; Appearance and Summary mount as content-inert placeholders for CC6b/CC5. Live-DAT probing (CharacterCreationLiveDatTests) found two widget- mapping surprises the decomp's DynamicCast hints don't predict: the Profession slider's value field imports as an editable UiField (wired for direct numeric entry), and the avail/health/stamina/mana/credits displays author as UIElement_Button hosts whose Type-12 value child is swallowed by UiButton.ConsumesDatChildren — substituted with the button's own Label. No new DatWidgetFactory widget types were needed. Threads the installed DAT's real ChargenOptions into Runtime via the new RuntimeCharacterCreationState.InstallOptions, called from ContentEffectsAudioCompositionPhase.Compose (mirrors InstallSpellMetadata's pattern); headless keeps ChargenOptions.Empty unchanged. Wires CC3's F14 status-hook gap (ApplyCharacterCreated/ ApplyCreationFailed) to SessionStatusWriter for both graphical and headless hosts, and adds the CharacterCreation view/command seam through CurrentGameRuntimeAdapter and DeferredGameRuntimeStateCommands alongside CharacterSelection's existing shape. Register: AD-101/102/103, AP-212/213, TS-82 filed for the auto-gender- select interim default, the omitted ToD-account gate, the button-Label widget substitution, the Random-button approximation, the flat-listbox Skills simplification, and the Appearance/Summary placeholders. Runtime 1713/0 (was 1707), App 5117/13 skips (was 5101/6), Headless 165/0 unaffected, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
99 lines
3.4 KiB
C#
99 lines
3.4 KiB
C#
namespace AcDream.App.UI.Layout;
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internal sealed record CharacterCreationUiMountResources(
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uint LayoutId,
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ImportedLayout Layout,
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Func<uint, uint, UiElement?> TemplateResolver,
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CharacterCreationUiController.DialogStrings Strings);
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/// <summary>
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/// Retryable, idempotent composition edge for the character-creation screen —
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/// clone of <see cref="CharacterManagementUiMountCoordinator"/>'s recipe. DATs
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/// can become readable after the graphical runtime starts, so an unavailable
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/// dialog catalog, root, or string must not permanently suppress the screen.
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/// </summary>
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internal sealed class CharacterCreationUiMountCoordinator : IDisposable
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{
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private readonly UiRoot _host;
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private readonly CharacterCreationRuntimeBindings _bindings;
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private readonly Func<RetailDialogFactory?> _ensureDialogs;
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private readonly Func<CharacterCreationUiMountResources?> _loadResources;
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private bool _disposed;
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public CharacterCreationUiMountCoordinator(
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UiRoot host,
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CharacterCreationRuntimeBindings bindings,
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Func<RetailDialogFactory?> ensureDialogs,
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Func<CharacterCreationUiMountResources?> loadResources)
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{
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_host = host ?? throw new ArgumentNullException(nameof(host));
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_bindings = bindings ?? throw new ArgumentNullException(nameof(bindings));
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_ensureDialogs = ensureDialogs
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?? throw new ArgumentNullException(nameof(ensureDialogs));
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_loadResources = loadResources
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?? throw new ArgumentNullException(nameof(loadResources));
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}
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public CharacterCreationUiController? Controller { get; private set; }
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public void Tick()
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{
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if (_disposed || Controller is not null)
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return;
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try
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{
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RetailDialogFactory? dialogs = _ensureDialogs();
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if (dialogs is null)
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return;
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CharacterCreationUiMountResources? resources = _loadResources();
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if (resources is null)
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return;
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CharacterCreationUiController? candidate =
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CharacterCreationUiController.CreateDetached(
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_host,
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resources.Layout,
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resources.TemplateResolver,
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dialogs,
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_bindings,
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resources.Strings);
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if (candidate is null)
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return;
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Controller = candidate;
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candidate.AttachAndTick();
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Console.WriteLine(
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$"[UI] retail character creation from enum table 5 "
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+ $"(0x10000039 -> 0x{resources.LayoutId:X8}, root 0x100003CC).");
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}
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catch (Exception error)
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{
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CharacterCreationUiController? partial = Controller;
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Controller = null;
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try
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{
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partial?.Dispose();
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}
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catch (Exception cleanupError)
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{
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Console.WriteLine(
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"[UI] character creation partial-mount cleanup failed: "
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+ cleanupError.Message);
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}
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Console.WriteLine(
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"[UI] character creation mount will retry after resource "
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+ $"recovery: {error.Message}");
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}
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}
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public void Dispose()
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{
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if (_disposed)
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return;
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_disposed = true;
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Controller?.Dispose();
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Controller = null;
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}
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}
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