acdream/docs/plans/2026-08-24-character-panel-parity-campaign.md
Erik 4cbbdaf4bf docs(CT): CT5 review-closed (fix round 0a37a28e)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 01:48:08 +02:00

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# Campaign CT — Character-panel retail parity (header identity, Titles page, resize/scrollbar, row alignment)
**Status:** PLANNED 2026-08-24 (owner gate report after the CA5/chat rounds).
**Execution model:** Fable plans and coordinates; Sonnet implements each
slice; Opus runs the dual-lens review (retail-faithful + architectural)
per slice, then a fix round. No pushes to gitea until the owner says so.
**Register:** this campaign retires AP-109 (inert Titles page) when CT3+CT4
land; every deviation a slice introduces adds its row in the same commit.
## Owner report (2026-08-24, screenshots on file)
1. Attribute/skill row **icons misaligned** vs retail.
2. Retail keeps a **margin between the value column and the border**
the gutter reserved for the list scrollbar that appears when the
window is resized shorter. We author no such margin and never show
the scrollbar on Attributes.
3. The character window is **resizable in Y down to an authored
minimum** in retail; ours is not.
4. Header identity block: retail shows the name, then
**"<Gender> <Heritage> <DisplayTitle>"** (e.g. "Female Aluvian War
Mage"), then **"Non-Player Killer" / "Player Killer" /
"Player Killer Lite"** in **pure white** — on Attributes AND Skills.
We show gender+heritage only, no PK line contract, color off.
5. **Level number color** slightly off vs retail.
6. **Titles tab is inert** (AP-109): retail lists all earned titles
(sorted), shows the current display title, and lets the player set
one ("Set as Display Title"); scrollbar with many titles; the
header identity line updates live when the display title changes.
7. **All windows share retail's authored minimum-size behavior**
resize clamps to the authored constraints everywhere.
## Retail recon (verified 2026-08-24, this session)
### Titles page — `gmCharacterTitleUI`
- `PostInit @0x0049A610` binds: display-title text `0x1000052F`,
"Set as Display Title" button `0x10000535`, title ListBox
`0x10000532`. Registers notice handlers for the title-table /
add-title / set-display-title notices.
- Rows carry the title id in attribute `0x1000008E`;
`AddTitleToList @0x0049A840` resolves the display string via
`CharacterTitleTable::GetCharacterTitleFromID` (DAT title-string
table — CT2 locates the DID) and inserts SORTED
(`FindSortedInsertPosition @0x0049A760`). It writes the resolved title
text into row child `0x10000537` and stamps the row's id via
`SetAttribute_Enum(row, 0x1000008E, titleId)`, inserting the row via
`AddItemFromTemplateList(listBox, 0, insertPos)` — CT3 mirrors this
exact write shape when populating `0x10000532`.
- **CORRECTED (CT1 fix round 2026-08-24):** `UpdateButtons @0x0049A500`
— the display button is **GHOSTED (state 0xd) UNLESS a row is
SELECTED whose title id differs from the current display title; no
selection → Ghosted.** (Not "ghosts when selected == current" — that
phrasing had the no-selection case backwards.) Verbatim mechanism:
a no-match selection falls through to index `0xFFFFFFFF`
`GetItem` returns null → `SetState(0xd)`. Selection change
(msg 4/0x43) re-runs it.
- Clicking `0x10000535` sends
`CM_Social::Event_SetDisplayCharacterTitle(titleId)`
(`ListenToElementMessage @0x0049A6D0`).
- `gmStatManagementUI::RecvNotice_SetDisplayCharacterTitle @0x004EFD50`
→ the stat panel refreshes its header when the display title changes.
### Wire (ACE cross-checked)
- Inbound `CharacterTitle` event `0x0029` (already in our
`GameEventType`): `u32 =1, u32 displayTitleId, u32 count,
count × u32 titleId` (`GameEventCharacterTitle.cs`).
- Inbound `UpdateTitle` event `0x002B`: `u32 titleId,
u32 setAsDisplay` (`GameEventUpdateTitle.cs`).
- Outbound `TitleSet` GameAction (`GameActionSetTitle.cs`):
`u32 titleId`. Retail sender: `CM_Social::Event_SetDisplayCharacterTitle`.
### Header identity — `gmStatManagementUI::PostInit @0x004EFD90`
Binds name `0x10000231`, heritage line `0x10000232`, PK line
`0x10000233`, level `0x1000023B`, total XP `0x10000235`, XP-to-level
`0x10000238` + meter `0x10000236`, luminance pair `0x100005C5/C6`, list
box `0x1000023D`. The refresh (vtable slot, near
`UpdateExperience @0x004F0A70`) composes the heritage line WITH the
display title; the PK strings are exactly "Player Killer" /
"Player Killer Lite" / "Non-Player Killer" (IsPK / IsPKLite —
cross-anchor `CharExamineUI::SetAppraiseInfo @0x004B45F0`). CT5 reads
the composing function verbatim before writing a line of C#.
### CT4 contract (read verbatim 2026-08-24, Fable)
`gmStatManagementUI::UpdateCharacterInfo @0x004F0770`:
- **Name line** (`0x10000231`): `ACCWeenieObject::GetObjectName(player,
NAME_SINGULAR)` through `AllegianceData::GetFullName @0x005B6950`
(read verbatim): when `AllegianceSystem::GetTitle(rank, heritage,
gender)` yields an allegiance rank title, the line is
"<RankTitle><sep @data_794098><Name>"; otherwise the plain name.
The owner's retail screenshot (plain "Dww") is the rankless case.
- **Heritage line** (`0x10000232`):
`AppraisalSystem::InqGenderHeritageDisplay(gender=Int 0x71,
heritage=Int 0xBC, 0)` ("Female Aluvian"); then, when
`CharacterTitleTable::GetCharacterTitleFromID(m_titleID)` resolves,
`AppendText(separator @data_794358)` + `AppendText(titleString)` →
"Female Aluvian War Mage". PE-read RECOVERED (2026-08-24):
the separator `@data_794358` is a single space `" "`; the
allegiance-rank separator `@data_794098` is likewise `" "`.
- **Level** (`0x1000023B`): `InqInt(0x19)` present →
`Formatted(@data_7a0184)` = `"%d"`; absent → literal
`@data_7b0f34` = `"???"` (both PE-read recovered 2026-08-24).
- **PK line** (`0x10000233`): `UpdatePKStatus @0x004F00A0` — three-way
`IsPK` / `IsPKLite` / neither → StringInfo from table enum
`0x10000001` (= StringTable `0x23000001`, same compute_str_hash
mechanism the chat labels use) with keys
`ID_StatManagement_Header_PKStatus_PK` / `_PKL` / `_NPK`.
- Related key family for the footer/meter (already-shipped surfaces —
audit only if CT1 finds drift): `ID_StatManagement_Footer_*`,
`ID_StatManagement_Header_XPToLevelMeterInfinity`.
### Already in-tree
- Tab/page ids wired (`TabTitlesId 0x10000538`, `TitlesPageId
0x10000539`); pages currently show retail-authored closed visuals.
- Header labels partially bound (`StatHeaderLine` + `PkStatus` seams
exist in `CharacterStatController.Bind` — content contract wrong).
- `GameEventType.CharacterTitle/UpdateTitle` enum entries exist and now
(CT2, landed) have a parser, a `RuntimeCharacterTitleState` owner, and
an outbound `TitleSet` builder — see CT2's paragraph below.
- The character window registers with `DatConstraintSource` — authored
min/max plumbing exists in `RetailWindowFrame`; Y-resize for this
window and the list-scrollbar contract do not.
## Slices
**CT1 — DAT ground truth + pins. REVIEW-CLOSED (2026-08-24): landed `ca4100e7`, Opus dual-lens review (1 doc-level blocker + 5 should-fix, all applied), fix round `e264d839`.**
Research: `docs/research/2026-08-24-campaign-ct-dat-ground-truth.md`;
9 InstalledDat pins in `CharacterPanelLiveDatTests`. Three corrections
now BINDING on later slices:
(a) the character root (`0x10000227`, Type-8 TabControl) authors NO
min/max constraints and `MountCharacter` wires no `DatConstraintSource`
— CT6 must first find retail's actual minimum mechanism in the decomp
(likely class behavior, not a DAT property);
(b) row templates are reachable ONLY via the targeted
`ImportInfos(dats, layoutId, elementId)` overload (`0x10000248` stat
row in `0x21000045`; `0x10000536` title row in `0x2100005E`) — the
plain import's #375 prototype-skip hides them;
(c) authored row geometry: icon 20x20 at X=0 (code: 16x16 at X=4),
name X=25 W=150, value X=175 W=100 right-justified, 7px gutter to the
282px row edge; row Highlight media is `0x06000F93` (code uses
`0x06001397` — flagged, CT5 verifies).
Title chain verified end-to-end: titleId → EnumMapper `0x22000041`
(canonical key, e.g. `ID_CharacterTitle_War_Mage`) → compute_str_hash →
StringTable `0x2300000E` → text (id 13 = "War Mage").
Original scope: Live-DAT probe of layout
`0x2100002E`: attribute/skill row templates (icon x/y vs our hand-built
rows), the value-column right margin, header element fonts/colors
(level `0x1000023B` color — item 5), Titles-page elements
(`0x1000052F/32/35` geometry, row template, scrollbar), window
min/max constraints. Output: research doc + InstalledDat pins (the
tooltip/scrollbar-pin pattern). No production changes.
**CT2 — Runtime title ownership + wire. REVIEW-CLOSED 2026-08-24: landed `bcfddc97`, Opus review (0 blockers, 4 should-fix), fix round `544f8cb2`.** Parsed
`0x0029 CharacterTitle` (retail's `CharacterTitleTable::UnPack
@0x005c6e90` — the leading ACE `1u`/retail-Pack-constant field is
discarded, matching retail's own read) and `0x002B UpdateTitle`
(`CM_Social::DispatchUI_AddOrSetCharacterTitle @0x006a54c0`: title id +
setAsDisplay). New sibling owner `RuntimeCharacterTitleState`
(`RuntimeCharacterState.Titles`) holds the earned-title set + display
title id, clears at generation reset (`CaptureOwnership`/`IsConverged`
extended with `TitleCount`/`DisplayTitleIsDefault`), and fires
`TableReplaced`/`TitleAdded`/`DisplayTitleChanged`. Outbound
`TitleSet (0x002C)` ships behind `IRuntimeCharacterCommands.SetTitle`
on both hosts (`DirectGameRuntimeCommandAdapter` direct-send,
`CurrentGameRuntimeCommandAdapter` via the `LiveCommandBus`/
`LiveSessionCommandRouter` queue) — verified against retail's own
`CM_Social::Event_SetDisplayCharacterTitle @0x006a5720`, which sends
the wire message and touches no local field; the display title updates
only from the server's own echo. No register row: this slice
introduces no retail deviation. App-layer `CharacterTitleResolver`
(`src/AcDream.App/UI/Layout/CharacterTitleResolver.cs`) ports
`GetCharacterTitleFromID`'s EnumMapper(`0x22000041`) → hash →
StringTable(`0x2300000E`) chain for CT3/CT4 to consume; Runtime stays
id-only. Conformance tests against ACE's writer shapes
(`tests/AcDream.Core.Net.Tests/Messages/CharacterTitleEventsTests.cs`),
Runtime owner tests (`RuntimeCharacterTitleStateTests.cs` +
`RuntimeCharacterStateTests.cs` integration), a wire-send command test
(`DirectGameRuntimeCommandAdapterTests.cs`), and an InstalledDat pin
(`CharacterTitleResolverLiveDatTests.cs`, ids 0/1/2/3/5/13/14) all pass.
**CT2 fix round (Opus dual-lens review, 2026-08-24).** Four SHOULD-FIX
corrections landed. **F1 (the important one):** the NOTICE broadcast is
unconditional (retail's server-side `SendNotice_AddCharacterTitle` fires
regardless of prior membership), but the client-side table ADD is
DEDUPED — `gmCharacterTitleUI::RecvNotice_AddCharacterTitle @0x0049a990`
walks `mTitleList` and returns without effect when the id is already
present, only inserting + adding the row on a miss.
`RuntimeCharacterTitleState.ApplyUpdateTitle` (which models the CLIENT
receive side, not the server send side) now fires `TitleAdded` only on a
genuine new membership; the inverted pin is
`ApplyUpdateTitle_AlreadyEarnedId_DoesNotFireTitleAddedOrBumpRevision`.
**F3:** the send-side `titleId == 0` rejection is REMOVED from both
command adapters — retail's own send path
(`Event_SetDisplayCharacterTitle @0x006a5720`) packs whatever id it is
handed, and ACE accepts id 0 (`CharacterTitle.Invalid` is a defined enum
value); retail's actual protection is the UI ghost-when-current gate
(CT3's job), not a send-side rejection. No register row: removing the
guard makes acdream MORE retail-exact, not less. The fix round also
closed four SHOULD-FIX-adjacent items: A2 (`ResetSession` now publishes
`TableReplaced` unconditionally and `DisplayTitleChanged` when the
display id was non-zero before the clear, matching the
`LocalPlayerState.Clear()` precedent), A3 (`RuntimeCharacterState
.CaptureOwnership` reads the new non-allocating `Titles.Count` instead of
`EarnedTitleIds.Count`), A4 (the whole mutation in `ReplaceTable`/
`ApplyUpdateTitle` now happens under one `_gate` hold, with change flags
computed inside the lock and events raised after release), and A5 (every
revision bump is now gated on an actual state change — a no-op wire
resend produces zero revision edges; `TableReplaced` itself still fires
unconditionally per retail's own `Refresh()` dispatch). A1
(`CharacterTitleResolverLiveDatTests` now honors `ACDREAM_DAT_DIR`
first), A6 (documented the `EmitResult` `primaryObjectId`-as-title-id
precedent inline), A7 (corrected the "third consumer" comment — CT1 §5
already records `gmAttributeUI::PostInit`'s icon-DID lookup as that third
consumer; CT5 is where the shared `GetDIDByEnum` helper gets factored),
and A8 (`CharacterTitleResolver` now memoizes the final resolved string
per title id, the DAT-static equivalent of retail's lazy-hash cache on
the string buffer) round out the fix round.
**CT3 anchors from the CT2 review** (carried forward for CT3 to consume,
not yet acted on):
1. CT3 must refresh the display-title TEXT from `TableReplaced` as well
as `DisplayTitleChanged` — retail's
`RecvNotice_UpdateCharacterTitleTable` unconditionally `Refresh()`es
on every `0x0029` arrival, not only when the display id differs.
2. ACE sends NO echo when re-setting the already-current title — the
Set-as-Display button must not wait for a confirmation that never
arrives; retail prevents the send in the first place via the UI
ghost-when-current gate.
3. Retail's fallback display text when a title id doesn't resolve is the
hardcoded literal `"Unknown"` (`Refresh @0x0049abc0`), not a
StringTable key — `CharacterTitleResolver.Resolve` returning `null`
is the correct signal for CT3 to substitute that literal.
4. The deduped client-side add contract (F1 above) — CT3's title-list
row rendering must not assume every `TitleAdded` firing corresponds
to a wire arrival; the reverse still holds (every genuine new row has
a `TitleAdded` firing).
**CT3 — Titles page UI. REVIEW-CLOSED 2026-08-24: landed `03e073b7`, Opus review (1 blocker: selection-clear semantics; 2 should-fix), fix round `4cc9448b`; full hermetic suite re-verified green after a load-flake false alarm.** Bind the authored page through the standard
GUI classes (`UiTemplateListBox`/`UiScrollbar`/`UiButton` — zero
bespoke widgets): sorted rows via the ported title-table lookup,
selection, ghost-when-current logic (state 0xd contract), display-title
text, Set-as-Display round trip, scrollbar. Retires half of AP-109.
**CT3 fix round (Opus dual-lens review, 2026-08-24).** BLOCKER: ported
`Refresh @0x0049abc0`'s unconditional `SetSelectedItem(nullptr, 1)`
(`@0x0049ac5a`) — selection now clears on BOTH `TableReplaced` and
`DisplayTitleChanged`, regardless of whether the previously-selected id
is still earned in the new table, but deliberately survives
`TitleAdded` (`RecvNotice_AddCharacterTitle @0x0049a990` splices one
row without ever touching `m_pSelectedItem` — a genuinely different
retail method from `Refresh`). SHOULD-FIX: `AddTitleToList @0x0049A840`'s
early-outs (`@0x0049a873`/`@0x0049a914`) ported — an id of 0, or an id
`CharacterTitleResolver.Resolve` fails to resolve, now produces NO row
at all (the `"Unknown"` fallback literal belongs only to the
display-title text, never a row — this was previously ported
backwards); rows use the row template's own authored `DefaultColor`
instead of a hardcoded white, and each row/display-text `UiText.Line[]`
is built once per text change and cached instead of reallocated every
draw call. Notes also applied: corrected two comments that falsely
claimed the Titles page authors its own copies of the raise buttons
(verified against the fixture — it does not; the hide loop that
comment guarded is a defensive no-op, kept only for the
contentPage-not-found fallback path), switched the row sort from
`List.Sort` to a stable `OrderBy`/`ThenBy` (ties broken by title id),
wrapped the title-resolver delegate in the same `DatLock` the
row-template resolver already takes (`RetailUiRuntime.MountCharacter`),
and set the list box's authored 24px row height so wheel/line scroll
lands row-aligned.
**CT4 — Header identity block. REVIEW-CLOSED 2026-08-25: landed `ed652ed8`, Opus review (2 blockers: luminance strings recovered by the reviewer, verbatim-title append; PK re-sourced to PWD bits), fix round `e7e32409`.** Retail composition: name; "<Gender>
<Heritage> <DisplayTitle>"; PK status line — authored fonts/colors
(pure white per probe), live refresh on display-title change and PK
status, identical on Attributes AND Skills pages. Level color from the
authored element. Retires the rest of AP-109's UI half.
**CT4 landing notes (2026-08-24).** Verified the existing `Label(...)` seam
already covers both Attributes/Skills page copies — `CharacterStatController`
binds the SAME physically-visible container (contentPage = the Attributes
page chain) for both tabs; the Skills-page duplicate header subtree is never
shown (pinned by `Bind_HeaderElements_UseVisibleAttributesPageWhenIdsAreDuplicated`,
a test that PREDATES CT4 — corrected at the CT4 fix round below, since the
original wording here implied CT4 wrote it fresh; the pre-existing test did
not cover `PkStatusId` until the fix round extended it).
All four header identity elements (Name/Heritage/PkStatus/Level) switched
from hand-picked `Body`/`Gold` runtime colors to the widget's own authored
`DefaultColor` (`LabelAuthoredColor`), matching CT1's live-DAT pin exactly —
the former "runtime color, dat carries none" comment was false. PK status now
resolves through StringTable `0x23000001` by key with a bitwise IsPK/IsPKLite
test (the prior exact-equality switch silently dropped combined-flag
values); **live-DAT-verified authored strings**: `ID_StatManagement_Header_PKStatus_PK`
→ "Player Killer", `_PKL` → "Player Killer Lite", `_NPK` → "Non-Player Killer"
(pinned in `CharacterPanelLiveDatTests.PkStatusKeys_ResolveExpectedAuthoredStrings`).
Level shows `"%d"`-formatted `InqInt(0x19)` or the PE-recovered literal
`"???"` when absent (`CharacterSheet.Level` is now `int?`). The heritage
line's appended title now comes from CT2/CT3's `RuntimeCharacterTitleState.DisplayTitleId`
resolved through `CharacterTitleResolver`, refreshing live on both
`TableReplaced` and `DisplayTitleChanged` (`CharacterSheetProvider`'s
`ChangeBinding` now subscribes to both). **Name-line ruling:** ships the
PLAIN-NAME case only — retail's allegiance rank-title prefix
(`AllegianceData::GetFullName @0x005b6950` → `AllegianceSystem::GetTitle
@0x005b8dd0`) needs a ~200-string, 22-function heritage×gender table
(verbatim hardcoded literals in the decomp, not DAT-resolved — e.g.
`GetAluvianMaleTitle @0x005b7bc0`'s "Yeoman"/"Baronet"/"Baron"/"Reeve"/
"Thane"/"Ealdor"/"Duke"/"Aetheling"/"King"/"High King") judged out of
reasonable size for this slice; `RuntimeAllegianceState` already carries the
local player's own rank, so only the string table is missing. **Luminance
(item 5):** the DATA (`CharacterSheet.AvailableLuminance`/`MaximumLuminance`,
PropertyInt64 6/7) already flows generically through both the
PlayerDescription snapshot parser and the live `0x02CF` private-update path
— no wiring gap existed — and the retail show/hide gate
(`Level >= 200 && MaximumLuminance != 0`, `UpdateExperience @0x004F0A70`) is
wired and toggles `Visible` on both `0x100005C5`/`0x100005C6`, but the
label's caption and the value's composed number format could not be
recovered this slice (retail's `SetText` source resolves through a
Binary-Ninja-mislabeled data pointer, not a StringTable key; a DAT
string-table sweep found no match) — content stays unbound rather than
guessed. AP-109 narrowed accordingly (register row updated in the same
commit, not deleted — the two open items above remain). Tests:
`CharacterStatControllerTests` (heritage composition + live update, name
stays plain, level int/"???" with authored — not constant — color, PK line
shows resolved text in authored color, luminance visibility across five
level/luminance combinations) and `CharacterSheetProviderTests` (PK
key-by-status resolution including a combined-flag case, no-resolver ⇒ null,
Level null-vs-present, title resolution + live refresh on both title
events + unsubscribe-on-dispose, luminance Int64 read-through).
**CT4 fix round (Opus dual-lens review, 2026-08-25).** 2 BLOCKERS: (1) the
luminance caption/value strings were RECOVERED by PE-byte-decoding the raw
retail binary (caption UTF-16 `"Luminance:"` at `@0x007c3dd4`, value narrow
`"%s / %s"` at `@0x007c3dcc`, both immediately following
`gmStatManagementUI::UpdatePKStatus`'s own vftable slots — the CT4 landing's
"could not be recovered" claim is FALSIFIED), so the pair now binds real
text (each number formatted through a new shared `FormatXp` helper —
`.ToString("N0", InvariantCulture)`, also now used by Total XP / XP-to-next-
level, replacing their un-invariant `.ToString("N0")`), and the hide path
switched from `Visible = false` to retail's own `UIElement_Text::ClearAllText`
mechanism (`@0x004f0e31`/`@0x004f0e3c` — empty the LinesProvider, leave
layout); (2) `CharacterIdentityText.StripLeadingArticle` is deleted — retail
`AppendText`s the resolved title VERBATIM (`@0x004f0990`), and 26 real ACE
`CharacterTitle` entries begin with "The", so every one of them was being
mangled; the dead `CharacterSheet.Race` fallback (no retail producer — the
`InqGenderHeritageDisplay` creature-type argument is a hardcoded literal `0`
at `@0x004f08db`) is deleted alongside it. 5 SHOULD-FIX: (3) the PK line now
classifies off the live `ClientObject.PublicWeenieBitfield` PWD bits
(`0x20`/`0x02000000`, `ACCWeenieObject::IsPK`/`IsPKLite`
`@0x0058c8b0`/`@0x0058c8a0`) instead of a bitwise test against raw
PropertyInt 134 — PropertyInt 134 carries ACE's own `PlayerKillerStatus`
enum bit layout, not the PWD layout, so the deleted `0x4 | 0x8` combined-flag
test case asserted a non-retail answer (PropertyInt 134 already drives the
correct PWD bits via `PlayerKillerStatusBitfield.Apply`, so this is a
re-source, not new wiring); (4) the register's AP-109 row restores CT3's
Titles-page narrowing paragraph (CT4's edit had compressed it to a bare
pointer phrase), corrects the rank-prefix item's source to PropertyInt
`0x1E` (`AllegianceRank`) read live off the qualities bundle — NOT
`RuntimeAllegianceState`, which is a DIFFERENT UI's (`SocialAllegiancePageController`)
own documented substitute — corrects the title-table size from the
originally-estimated 22 functions/~200 strings to the ACTUAL 17
functions/~170 strings (`AllegianceSystem::GetTitle`'s dispatch switch read
directly: Gearknight/Tumerok author only a male function reused both ways,
Lugian only a female one, and Olthoi/OlthoiAcid have none), and downgrades
the row's evidence claim to "synthetic-layout binding tests plus a small
number of InstalledDat string/DID pins" rather than implying a
connected/live gate; (5) `CharacterPanelLiveDatTests.HeaderElements_AuthorExpectedFontsAndColors`
gains the luminance pair's own occurrence-count + font/color pins, matching
the pattern every other header id already uses. Also landed this round: an
InstalledDat pin (`GenderHeritageDisplayNameTables_MatchTheRetailEnumMapperChain`)
proving `CharacterIdentityText.GenderDisplayName`/`HeritageGroupDisplayName`
match the live retail `EnumMapper` chain (master map category 1 →
`ClientEnumToID[0x10000001]`/`[0x10000002]` → EnumMapper DIDs
`0x2200000A`/`0x2200000B`) byte-exact, including the two entries (10
"Penumbraen", 12 "Olthoi") the review had flagged as unverified guesses —
both are correct; the mechanism divergence (hardcoded table vs. live DAT
read) is filed as AP-235, pointing CT5 at the ALREADY-EXISTING generic
`RetailDataIdResolver.Resolve` helper (not a new "GetDIDByEnum helper" to
write) as the unification seam; `RetailAppraisalNameResolver.ResolveHeritage`'s
independent re-implementation of the same three overrides is noted there
too, for CT5. `CharacterSheetProvider.BuildSheet`'s level read switched from
a `GetInt` + `Ints.ContainsKey` double dictionary lookup to one
`TryGetValue`.
**CT5 — Row alignment + value gutter. REVIEW-CLOSED 2026-08-25: landed `f532f28c`, Opus review (0 blockers, 4 should-fix incl. the authored Normal-state row band 0x06004CC2), fix round `0a37a28e`.** Reconcile our hand-built
attribute/skill rows with the authored row templates from CT1: icon
placement, name/value columns, the authored right margin that reserves
the scrollbar gutter.
**CT6 — Resize + scrollbar contract.** CT6 research lead (Fable,
2026-08-24, follows CT1 correction (a)): `gmPanelUI::ResizeTo
@0x004BC6E0` is a bare tailcall to `UIElement::ResizeTo` — no clamp
there, so the minimum lives in the generic Resizebar drag path reading
element attributes, and the authoring to probe is the PANEL-HOST layout
`0x2100006E`'s slot elements (Character slot per `RetailPanelCatalog`,
sibling of social `0x1000018F`) — NOT the character layout root CT1
probed. First CT6 step: probe the host slots' min/max + resize
authoring, then read `UIElement_Resizebar::StartMouseResizing
@0x0046B7E0`'s clamp source verbatim.
Original scope: Character window Y-resizable to
the authored minimum; the stat list shows its scrollbar when the
resized viewport overflows (the full-track/disabled behavior from the
2026-08-24 scrollbar work applies as-is); authored min/max constraint
enforcement verified as the STANDARD path for every registered window
(one shared mechanism in `RetailWindowFrame`/`RetailWindowManager`,
no per-window special cases).
**CT7 — Connected gate.** Test script
(`docs/research/2026-08-24-campaign-ct-test-script.md`), owner drive:
titles round trip against ACE (earn/set/display), header lines vs
retail side-by-side, resize behavior, row alignment screenshots.
## Review protocol
Per slice: Sonnet implements → Opus dual-lens review (lens 1
retail-faithfulness vs the cited decomp anchors; lens 2 architecture —
GUI-class standardization, Runtime ownership boundaries, no
controller-side state) → fix round → full hermetic suite green.
Commits to the worktree branch as slices land; **no gitea push until
the owner directs it**.