Delivers the CC6a foundation half of the chargen 3D preview: the missing index->ObjDesc appearance factory the campaign plan's acdream-seams section named, plus a static-pose offscreen renderer following PrivateEntityViewportRenderer's proven paperdoll/appraisal architecture. Page mount, spin/color-wheel controls, and rotate/zoom behavior stay out of scope per the CC4-parallel worktree contract (CC6b, after CC4 merges). Core (src/AcDream.Core/CharGen/, pure, no Chorizite on public surfaces): ChargenAppearanceFactory.TryCompose ports gmCG3DView::Update @0x004EE9D0's ObjDesc rebuild in its exact decompiled order - base body, hair style, clothing in retail's own Headgear/Trousers/Shirt/Footwear order (not the UI tab order or the wire's field order, both of which differ), eyes (bald-aware), nose, mouth, then the unconditional skin subpalette, hair color, eye color. ChargenPalSetMath ports PalSet::GetPaletteID's shade-to-index formula, cross-checked three ways (decomp control flow, ACE's PaletteSet.GetPaletteID "Taken from acclient.c" citation, ACViewer's identical slider math). ChargenPalSet/ChargenClothingTable are pure projections behind IChargenPalSetSource/IChargenClothingTableSource so the factory itself never touches a dat. Content (src/AcDream.Content/CharGen/): ChargenAppearanceCatalog is the cached dat-backed implementation of those two source interfaces, mirroring ChargenTableReader's no-leak discipline. App (src/AcDream.App/Rendering/): ChargenPreviewRenderer is a third facade over PrivateEntityViewportRenderer beside PaperdollViewportRenderer and CreatureAppraisalViewportRenderer - no existing rendering file touched. ChargenPreviewCamera carries the four retail-verbatim per-heritage eye profiles from gmCGAppearancePage::Update @0x0047E8F0 (cross-checked against ZoomIn/ZoomOut's identical literals) plus the recovered rotation (3.0 s/revolution) and zoom-tween (0.6 s, reconstructed from the decompiler's garbled float literals - the plan's own "measure if it matters" note is resolved, not garbled beyond recovery). Rotation applies to the character model, not the camera, per gmCGAppearancePage::DoRotation. ChargenPreviewEntityBuilder resolves Setup/GfxObj/Surface/Animation itself (there is no live entity yet), reusing DatLiveEntityProjectionMaterializer's surface-override algorithm and RetailPaperdollPoseApplicator's held-pose technique, generalized to chargen's per-heritage rest-pose DID. Two register rows filed: TS-83 (the plan-named CC6a static-pose-vs-retail- idle-loop staging, CC6b to retire) and TS-82 (measured, not assumed - the un-ported clothing Setup-substitution fallback chain costs nothing for the 9 standard heritages with clothing UI, but Undead's default gear choices genuinely lack ClothingBaseEffects coverage for Undead's own body Setup). Tests: ChargenPalSetMathTests, ChargenAppearanceFactoryTests (hand-built fixtures), ChargenAppearanceCatalogInstalledDatTests (installed-DAT sweep, all 26 heritage/gender combinations, zero missing PalSet/ClothingTable ids), ChargenPreviewCameraTests, ChargenPreviewEntityBuilderTests (installed-DAT-gated, proves a real 34-part Aluvian mesh resolves). Core.Tests 4767/1 skip, Content.Tests 146/0, App.Tests 5121/6 skips - all pre-existing skips, zero failures, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
36 KiB
Campaign CC — retail character creation
Status: ACTIVE (started 2026-08-15)
Goal (user-set): the full retail creation flow against local ACE — Create
button through a new character entering the world, 3D preview live, rejections
showing retail's dialogs — then stop for the user gate.
Branch: claude/acdream-launcher-credentials-4d2f7c
Process: Campaign LA's, binding (Sonnet implements, Opus dual-lens reviews
per slice, retail decomp is the oracle, register rows with deviations,
build+test green per slice, commits tagged Campaign CC).
This plan embeds the 2026-08-15 recon facts (three parallel sweeps: retail
gmCG UI, chargen data+wire, acdream seams) so slices and future sessions need
no transcript access. references/ACE and references/holtburger are NOT in
this worktree (gitignored) — read them from the main checkout at
C:\Users\erikn\source\repos\acdream\references\.
Retail ground truth (recon summary — cite these in code)
Flow. Create button (0x100003A0) → QueueUIMode(0x1000000b) →
gmCharGenMainUI (acclient.h:56232): ONE root layout, enum 0x10000039 via
GetDIDByEnum table 5 (our generic RetailDataIdResolver handles this), pages
as children. ECGProgress: Heritage=1 → Profession=2 → Skills=3 →
Appearance=4 → Town=5 → Summary=6. Nav dispatch
gmCharGenMainUI::ListenToElementMessage@237025: Back 0x100003c6 (at
Heritage → DoExit), Next 0x100003c7, Finish 0x100003c8 (Summary only),
Help 0x100003c9, Exit 0x100003ca (→ ID_CharGen_ExitWarning confirm),
Random 0x100003cb (on Summary → randomize warning first). Tab buttons
0x100003ef..f4 jump pages freely (not validation-gated). Page roots:
Heritage 0x100003d1, Profession 0x100003d2, Skills 0x100003d3,
Appearance 0x100003d4, Town 0x100003d5, Summary 0x100003d6; progress
bar 0x100003ce, master page 0x100003d0. Per-page child ids are in the
recon-cited ctors: Heritage InitializePage@143731 (13 race buttons + text
0x100003c4), Profession @143010 (6 attribute sliders 0x100003e6..eb,
avail/health/stam/mana 0x100003e2..e5, template buttons resolved in
UpdateProfession@142180: Custom 0x100003d9, Bowhunter/Swashbuckler/
Lifecaster/Warmage/Wayfarer/Soldier 0x100003da..df), Skills @141911
(listbox 0x100003f7, credits 0x100002f3, info 0x100003fb/fc),
Appearance @140032 (gender 0x100003a7/a8, spins hair/eyes/nose/mouth/skin
0x100003af..b3, headgear/shirt/trousers/footwear 0x100003b5..b8, zoom
0x10000325/26, rotate 0x10000323/24, color wheel family
0x1000030e..0x10000321, viewport 0x100003bb), Town @137120 (Sanamar
0x1000040b, Holtburg 0x1000040d, Yaraq 0x1000040e, Shoushi
0x1000040f), Summary @136566 (list 0x10000400, name text 0x10000402
with NameInputFilter, viewport 0x10000406).
CharGenState (acclient.h:40074): the model our Runtime owner mirrors — heritage/gender, appearance strips+styles+colors+shades (f64 shades), template + 6 attributes + credit budgets + per-attribute locks, 55-slot skill advancement array + skill credits, name[33], startArea, setupID, verificationState. Writers per page in the recon (SetHeritageGroup recomputes budgets + ApplyTemplate + RandomizeStartArea; SetGender reapplies clothing and UpdateTrueFacePal).
Finish (DoFinish(this, arg2)@236864): trim+set name → empty name →
ID_CharGen_NoNameWarning, abort. CORRECTED at the CC3 review-fix round
(F3) — the original line here (remainingAtrbCredits > 0 → abort, "retail
FORCES full spend") was WRONG; retail does NOT force a full spend. The
real gate is arg2 != 0 && remainingAtrbCredits > 0: the ordinary
Finish-button click passes arg2 = 1 (@0x004E9579), and on unspent
credits shows MakeCreditWarningDialog and returns WITHOUT sending
(@0x004E91F2-0x004E9210) — but that dialog's own confirm handler
re-invokes DoFinish(this, 0) (@0x004E98BB), which SKIPS the credit check
entirely (arg2 == 0) and sends with the credits still unspent. ACE
accepts this — ValidateAttributeCredits only rejects a total that
EXCEEDS the max, never an under-spend. Then: verification state must be
UNDEF (no double submit) → set PENDING → Proto_UI::SendCharGenResult@0x00546A70.
Wire 0xF656 (ACCharGenResult::CG_Pack@0x005C7200, byte-identical to
ACE's CharacterCreateInfo.Unpack): account String16L FIRST (outside the
body), then u32 constant 1, u32 heritage, u32 gender, u32×3 eyes/nose/mouth
strips, u32×2 hairColor/eyeColor, u32 hairStyle, u32×2 headgearStyle/Color,
u32×2 shirt, u32×2 trousers, u32×2 footwear, f64×6 skin/hair/headgear/shirt/
trousers/footwear shades, u32 templateNum, u32×6 attributes
(str/end/coord/quick/focus/self), u32 slot, u32 classID, u32 numSkills +
numSkills×u32 advancement classes (MUST be exactly 55 — ACE TERMINATES the
session on mismatch), String16L name, u32 startArea, u32 isAdmin, u32
isEnvoy(=ACE IsSentinel), u32 trailing checksum = sum of
heritage+gender+strips(3)+hairColor+eyeColor+hairStyle+headgearStyle+
shirtStyle+trousersStyle+footwearStyle+template+6 attributes (ACE never
reads it; we send it for byte fidelity). holtburger cross-check:
character/types.rs:236 (stops before the checksum).
Response 0xF643 (shared opcode with restore — LA7a's conditional parse is
reusable): codes Undef=0 Ok=1 Pending=2 NameInUse=3 NameBanned=4 Corrupt=5
DatabaseDown=6 AdminPrivilegeDenied=7. On Ok the payload is a
CharacterIdentity (guid, String16L name, u32 secondsGreyedOut) and NOBODY
sends a fresh CharacterList — retail appends the identity to its local
roster (Handle_CharGenVerificationResponse@0x0055E8B0 case 1 →
CharacterSet::AddIdentity) and gmCharGenMainUI::Update@236161 then
watches the set and calls CPlayerSystem::LogOnCharacter DIRECTLY when the
new name appears (logs straight in; only falls back to char management if it
never appears). Error dialogs: NameInUse→ID_Character_Err_NameReserved,
NameBanned→ID_Character_Err_NameBanned, Corrupt/DatabaseDown→
ID_Character_Err_NameDBDown, AdminPrivilegeDenied→
ID_Character_Err_NameAdminDenied, Pending/Undef→silent state reset (ACE
sends Pending for a disabled-Olthoi rejection — retail swallows it; port
as-is, register-note the quirk).
Chargen DAT table 0x0E000002: readable TODAY via the
Chorizite.DatReaderWriter package (dats.Get<CharGen>) — zero in-tree
readers exist. ACE loaders (ACE.DatLoader.FileTypes.CharGen +
HeritageGroupCG/SexCG/TemplateCG) and retail serializers
(ACCharGenData::Serialize@0x005C36D0, HeritageGroup_CG@0x005C2100,
Sex_CG@0x005C1600, Template_CG@0x005C0450) define the shape: per
heritage → name/icon/setup/EnvironmentSetup/attribute+skill credits/start
areas/skills(costs)/templates(attrs+skills)/genders; per sex → scale, setup,
base palette, skin palset, base ObjDesc, and the option LISTS (hair styles/
colors, eye colors, eye/nose/mouth strips, headgear/shirt/pants/footwear,
clothing colors).
3D preview (gmCG3DView, Appearance 0x100003bb + Summary 0x10000406
ONLY — the other four pages have no viewport): preview body
CPhysicsObj::makeObject(setupId) (fallback HUMAN_SETUP_ID), rebuild on
change via ObjDesc (ClothingTable::BuildObjDesc per clothing slot + strips
- PalSet skin/hair/eye subpalettes) applied with
DoObjDescChangesFromDefault@242308, one DISTANT_LIGHT (intensity 2.0), idle animation loop at 30fps (set_sequence_animation), rest-pose freeze on zoom-in, BUTTON-toggled continuous rotation (DoRotation@137337, 3.0 s/revolution, per-frame global-message-3 tick), zoom tween between per-heritage camera positions (Update@138974hard-codes Olthoi vs human-form camera offsets).
acdream seams (build on these, do not reinvent)
- Layout mount:
RetailDataIdResolver.Resolve(dats, 0x10000039, 5)+LayoutImporter— fully generic.DatWidgetFactoryalready maps dat type 0xD →UiViewport. The char-management controller REFUSES viewports by local policy (:212) — chargen gets its OWN controller; cloneCharacterManagementUiMountCoordinator+ the bindings-record pattern. - Fixed canvas: chargen is the same 800×600 flow screen — mount at authored
extent,
UiRoot.FixedCanvasSizeon activate (AD-98), dialogs center onEffectiveCanvasSize. Live-DAT probe tests sweep ALL media ids (CharacterManagementLiveDatTestspattern) and pin authored justify/anchors. - Preview pipeline:
PrivateEntityViewportRenderer(offscreen target → texture table →UiViewportsprite) is proven by paperdoll + appraisal; cameras there are FIXED — chargen needs a heading-capable camera. NOTE:GlGpuDevice.RegisterExternalColorTextureis a DELETED API that survives only in stale doc comments — do not cite it. Appearance building:DollEntityBuilder.Buildis index-agnostic and pure (setup + resolved palette/part ids), but the only existing factory reads a LIVE entity — chargen needs a new index→dat→ObjDesc factory (SexCG.BaseObjDesc + strip overlays + PalSet.GetPaletteID hues). Pose: paperdoll holds a static final frame; retail chargen plays a live idle loop — see slice CC6 for the staged approach. - Runtime owner: mirror
RuntimeCharacterSelectionStateexactly (lifecycle/ snapshot/delta records, borrow-only view, generation-gated commands, one mutable owner, no App types). Command family lands besideIGameRuntimeCommands.CharacterSelection. Enter-after-create hooks the existingLiveSessionController.BeginEnter/CompleteEnter. - Wire plumbing:
WorldSession's dispatch chain routes EVERY 0xF643 throughCharacterRestore.Parsetoday with no request correlation — the KNOWN LANDMINE. Creation requires an awaiting-request latch (create vs restore) BEFORE its response arm lands. Outbound mirrorsSendRestoreCharacter@2223. Status writer: addcharacterCreated/creationFailedevents (update the pinned §LA1 contract text + the Launcher.Core tailer + tests in lockstep).
Slices
| Slice | Deliverable | Depends |
|---|---|---|
| CC1 | Chargen data layer: CharGen table reader → typed options model (heritages/sexes/appearance lists/templates/skills+costs/budgets/towns), Content/Core, live-DAT probes |
— |
| CC2 | Wire: CharacterCreate 0xF656 builder (byte-exact incl. checksum), shared verification-response type (refactor from CharacterRestore), WorldSession request-correlation for 0xF643, send seam, status events + contract/tailer update |
— |
| CC3 | RuntimeCharacterCreationState: full CharGenState mirror, per-page commands, retail client gates (full-spend, name, 55-slot invariant, client-side slot cap), verification latch, Ok → roster append + retail log-straight-in |
CC1, CC2 |
| CC4 | Screen shell + form pages (App): mount (enum 0x10000039), master nav/tabs/progress, dialogs, Heritage + Profession + Skills + Town pages | CC1, CC3 |
| CC5 | Summary page: name input (NameInputFilter, ID_CharGen_NameTooLong), summary listbox, static summary viewport, Finish gates + full response/dialog handling |
CC3, CC4 |
| CC6 | Appearance page + preview: index→ObjDesc factory, chargen preview renderer (offscreen, heading camera, rotate/zoom buttons), spin controls + color wheels; staged: CC6a static-pose preview (paperdoll-style held frame, register row for the missing idle loop), CC6b idle animation + zoom rest-freeze (retire the row) | CC1, CC4 |
| CC7 | End-to-end: Create button un-ghosts, full flow vs ACE shapes in tests, launcher payload cycle, connected checklist doc | all |
Parallelism: CC1 ∥ CC2 (disjoint: Content/Core vs Core.Net; separate worktrees). CC4 ∥ CC6a after CC3. CC5 last before CC7.
Risks / open items (from recon Unknowns)
- 0xF643 create/restore correlation (CC2's first job; the restore doc comment already warns).
- 55-slot skill array: ACE terminates the session on mismatch — CC2/CC3 must make it structurally impossible to send anything else.
- Slot cap is client-enforced only (ACE never checks on create) — honor
slotCountlike retail's UI did. - Color-wheel/gradient widgets (
tagColorWheel, GradCircle0x1000030e, shade scroll) may need new widget types inDatWidgetFactory— CC6 scouts the authored layout first. - Retail unknowns to resolve during slices, never guess: the chargen
please-wait dialog context (decompiler-mislabeled field), the
AppearancePage gender-flip-on-init oddity (@140355 — verify live before
porting),
Method_CGenums are empty in the header, ZoomIn tween duration constant is decompiler-garbled (measure against retail if it matters). - Viewport inside the fixed canvas: the offscreen target's pixel size vs the canvas-scaled on-screen rect (render at scaled size for crispness or authored size for fidelity) — decide in CC6a with the user gate as arbiter.
references/*absent in worktrees (except WorldBuilder, uninitialized submodule) — agents read ACE/holtburger from the MAIN checkout path.- CC7 landmine (found in the CC1 review fix round, 2026-08-15): ACE's
PlayerFactory.CreatePlayerheritage-override branch (references/ACE/Source/ACE.Server/Factories/PlayerFactory.cs:184-211) over-deducts skill credits when specializing a skill the active heritage's own list prices. For a skill priced ONLY by the global SkillTable, ACE correctly computes the incremental specialize cost viaSkillBase.UpgradeCostFromTrainedToSpecialized(=SpecializedCost - TrainedCost) and chargesTrainSkill(trainedCost) + SpecializeSkill(incrementalCost)= the field's TOTAL, matching retail. But when the heritage's own list has an entry, ACE setsspecializedCost = skillGroup.PrimaryCostdirectly —PrimaryCostis already the TOTAL cost to reach Specialized (acdream's ownChargenSkillCost.PrimaryCostconvention, confirmed against retail) — and then still chargesTrainSkill(NormalCost) + SpecializeSkill(PrimaryCost), over-deducting by an extraNormalCostcredits versus what retail's client computed and what the player agreed to spend. Practical impact for CC7's connected gate: a retail-legal character build that specializes a skill the ACTIVE HERITAGE prices (every one of the 13 installed heritages has exactly one such skill — seeChargenTableReaderInstalledDatTests.InstalledHeritages_SkillCostFallbackCoversTheKnownUncostableSkillSet) may be REJECTED by local ACE withFailedToSpecializeSkilleven though acdream sent the byte-correct 0xF656 body. If CC7's gate hits this, it is an ACE-side bug reproduced from its own source, NOT an acdream wire or math defect — do not "fix" acdream's cost math to match ACE's over-deduction. MEASURED 2026-08-15 (user-prompted — downgrades this landmine to LATENT): dumping the installed EoR DAT shows every one of the 13 heritages' single override is skill 14 (Arcane Lore) at NormalCost=0 / PrimaryCost=2, versus global TrainedCost=4 / SpecializedCost=6. ACE's over-deduction equals NormalCost — which is ZERO for the only heritage-priced skill — so ACE charges 0+2=2 and retail's client computes 2: they AGREE, and no character build can trigger the rejection with end-of-retail data. The formula bug in ACE's heritage-override branch is real but unfireable here; it only matters if a custom server ships a DAT whose heritage override has a nonzero NormalCost. The earlier "may be REJECTED" inference was made from code without measuring the data — the C4 closeout's observe-don't-infer lesson, again. Register: file an AD row if CC7 needs a documented workaround (e.g. picking a Specialized skill combination that avoids the heritage-priced skill for the connected gate) rather than silently adjusting acdream's send.
Review protocol
Per slice: implement → Opus dual-lens (architectural + retail fidelity — this campaign is retail-heavy everywhere) → fixes → narrow re-review → DONE in ledger. CC2's review adds wire-byte scrutiny (the LA7a precedent: the reviewer decodes the binary); CC6's adds the visual-fidelity lens ahead of the user gate.
Ledger
| Slice | Status | Commits | Review | Notes |
|---|---|---|---|---|
| CC1 | REVIEW-CLOSED 2026-08-15 | 04450041, cb4703e8 |
CLOSED (fix round + narrow re-review; every citation independently re-derived) | Core model (no Chorizite leak) + Content projector; 31 math units + 6 installed-DAT gates (13 heritages). FINDING for CC3: each human heritage's "Adventurer" template IS retail's Custom entry point — attributes at the 10-floor (60/330), a real TemplateCG row, not a UI special case. Review fix round (cb4703e8): F1 doc corrected — Custom IS template index 0 (the Adventurer row), per gmCGProfessionPage::UpdateProfession @ 0x004821b0 (case 0 → button 0x100003d9 / ID_CharGen_CustomText) and CharGenState::SetTemplate @ 0x005C5A60 (commits via CharGenState::ApplyTemplate @ 0x005C5080, i.e. selecting Custom resets sliders to the floor spread, it does not bypass templates); F2 two-tier skill-cost fallback implemented (ChargenOptions.GlobalSkillCostsBySkillId from portal.dat 0x0E000004, ChargenSkillCreditMath checks heritage list then global list) + installed-DAT completeness assertion recording reality: the global SkillTable prices 38/54 advancement skill ids, every one of the 13 heritages ships EXACTLY one heritage-specific override (always also present in the global table), and 16 skill ids are genuinely uncostable in both tiers (retail's -1 case) — see ChargenTableReaderInstalledDatTests.InstalledHeritages_SkillCostFallbackCoversTheKnownUncostableSkillSet; F3 every ChargenTableReader collection is now frozen at projection (ToFrozenDictionary/ToArray, matching MagicCatalog's pattern) including both ChargenOptions.Empty dictionaries; F4 a reflection guard test (ChargenNoChoriziteLeakTests) pins the no-Chorizite-leak contract by walking every public AcDream.Core.CharGen member; F5 HasAnyAppearanceOptions's doc reworded to state precisely what it proves (an OR across eight lists, omitting the three color lists) + a new installed-DAT gate records per-list reality — found COMPLETE, every gender of every heritage has non-empty lists across all eight plus the three color lists, even the sparse Gear Knight/Olthoi variants; F6 TryGetHeritage/TryGetStarterArea annotated [MaybeNullWhen(false)] (matching the house EmptyDatReaderWriter pattern), all affected call sites (more than the originally estimated five) fixed across both test projects. Filed CC7 risk item 8: ACE's PlayerFactory heritage-override branch over-deducts skill credits when specializing a heritage-priced skill (references/ACE/Source/ACE.Server/Factories/PlayerFactory.cs:184-211) — a retail-legal build may be rejected by local ACE at the CC7 connected gate; this is an ACE bug, not an acdream defect. Narrow re-review CLOSED: the reviewer retro-graded F2 to HIGH (under the base commit 37 of 38 costable skills were charged zero) and confirmed the SkillBase.SpecializedCost->PrimaryCost mapping dodged the UpgradeCostFromTrainedToSpecialized trap. Residuals: R1 retail refunds +1 credit on a both-tier miss (port charges 0; unreachable via retail’s own skills listbox — NOTE FOR CC3 if any path ever exposes the 16 uncostable ids); R2 list downcast-mutability and R3 field-walking in the leak guard CLOSED at the merge-closeout commit (Array.AsReadOnly at every projection seam; GetFields walk added). Decomp fact for CC4: ApplyTemplate force-sets template_=0 for heritage 0xc/0xd — both Olthoi variants are hard-locked to Custom/template 0. |
| CC2 | REVIEW-CLOSED, MERGED 2026-08-15 (55fc51ed) |
5eaad2c8, e77ebf10, 95e95bb6 |
PASS then CLOSED (fix round: F1 latch-scope narrowing + overwrite pin test, F2 register AD-100, F3 ACE double-NameInUse note, F4 creationFailed{code,reason,name}, F5 pointer, retail-discriminator citations) | Byte-exact 0xF656 (19-term checksum vs CG_Pack accumulator), shared 0xF643 type, correlation latch, status events + contract amendment. Core.Net 993 / Runtime 1667 / Launcher.Core 323, Windows+WSL |
| CC3 | REVIEW-CLOSED 2026-08-15 | 9a84230c, 397ccd62, + the R1 closeout commit |
CLOSED (dual-lens: retail fidelity PASS, architectural FAIL → F1-F16 fix round 397ccd62 → narrow re-review CLOSED, both lenses PASS. Re-review residual R1 — the cached wire count is stale by creates-since-last-CharacterList, so a SECOND create after a rejected enter got wire slot N instead of N+1 — fixed in the closeout commit: LiveSessionController._createsSinceCharacterList (reset on every fresh wire CharacterList apply + generation reset; applied only to the cached-wire branch — the display-roster fallback already counts prior appends), regression test SecondCreate_AfterRejectedEnter_GetsTheNextWireSlot drives create→Ok→rejected guid-enter→ReturnToSelection→second create and pins slots 0/1/2/3. R2: fix-round sha recorded here.) |
RuntimeCharacterCreationState (new, src/AcDream.Runtime/Session/): full CharGenState mirror (heritage/gender/appearance/template/six attributes+locks/55-slot skill set/name/startArea/slot/verification state), mirroring RuntimeCharacterSelectionState's exact pattern (snapshot/delta/event-stream/borrow-only view, generation-gated Try* internals). Ports SetHeritageGroup, SetGender, SetTemplate/ApplyTemplate (Custom = template 0, Olthoi force-lock), the six attribute setters + GetAbsRemainingCredits + BalanceAttributes (retail's literal str/end/coord/quick/focus/self round-robin order, cursor-based fairness), SetSkillLevel + ResetSkillLevels' three-way free-skill baseline (both two-tier cost lookups reuse CC1's ChargenSkillCreditMath/ChargenSkillCost verbatim — no duplicated math), RandomizeStartArea, and DoFinish's complete gate sequence (empty name / unspent attribute credits [see F3 below] / already-Pending / client-side roster-vs-slotCount cap). LiveSessionController gained a sibling IRuntimeCharacterCreationCommands implementation (command family lands beside IRuntimeCharacterSelectionCommands, IGameRuntimeCommands.CharacterCreation added with the same default-throw shape as CharacterSelection), a CharacterCreationState property, ILiveSessionOperations.CreateCharacter (default method → WorldSession.SendCharacterCreation), and a HandleCharacterCreationResponse wire handler subscribed to WorldSession.CharacterCreateResponseReceived alongside the existing character-selection bindings. ILiveSessionLifecycleHost gained ApplyCharacterCreated/ApplyCreationFailed as DEFAULT interface methods (no-op) so AcDream.App's existing host implementations keep compiling unchanged — wiring them to SessionStatusWriter.CharacterCreated/CreationFailed is left to CC4 (Runtime calls the hooks; the App-side forward is a future host-construction change; F14: zero production call sites exist for these hooks until then — a headless bot cannot observe a create yet). Review fix round (this commit): F1 (HIGH, blocking) the post-create log-straight-in no longer enters by roster INDEX — WorldSession gained a guid-based EnterWorld(uint characterGuid, string accountName, TimeSpan?) overload (refactored to share EnterWorldCore with the index-based overload) plus ILiveSessionOperations.EnterWorldByGuid (default method); LiveSessionController factored EnterSelectedCore/the new EnterCreatedCharacterCore through a shared EnterHighlightedCore(sendEnterWorld) — the cached wire CharacterList is stale for a just-created character by ACE design (ACE appends server-side and replies Ok with no CharacterList resend — references/ACE/.../CharacterHandler.cs:170-172), so an index-derived enter could throw (0 pre-existing characters) or enter the WRONG character (N pre-existing, display order ≠ wire order). F2 (HIGH, blocking) the post-create roster append no longer round-trips through ApplyRoster (which re-derives EVERY entry's ActiveIndex — a wire contract ACE indexes for delete, CharacterHandler.cs:297 — from display/name-sort order); RuntimeCharacterSelectionState gained a real AppendCreatedCharacter(characterId, name, wireIndex) primitive that preserves every existing entry's ActiveIndex untouched and assigns the new entry's from the pre-create wire CharacterList.Characters.Count (0-based, read from the same cached source the index-enter path uses). F3 (MEDIUM-HIGH, blocking) the credit gate was NOT retail — DoFinish(this, arg2)'s real gate is arg2 != 0 && remainingAtrbCredits > 0: the ordinary click (arg2=1) warns-and-refuses, but the warning dialog's own confirm re-invokes DoFinish(this, 0), which skips the check and sends with credits unspent (ACE accepts this). TryBeginFinish/LiveSessionController.Finish/IRuntimeCharacterCreationCommands.Finish gained a confirmedUnspentCredits/confirmUnspentCredits parameter (default false = retail's arg2=1) — the plan doc's own "retail FORCES full spend" line above (§Retail ground truth, Finish) was corrected in the same round. F4 (MEDIUM, blocking) a stale out-of-range template index surviving a heritage switch to a heritage with fewer templates now clears to TemplateUnset in ApplyTemplateLocked, mirroring ConstrainAllByHeritage @ 0x005C65CC's template_ >= count → template_ = 0xffffffff clamp (previously it just returned, leaving the stale index to reach the wire). F5 (MEDIUM) AP-207's anchor was wrong (SetAttribValue never calls FitTemplateToCharacter) — corrected to the four real call sites, including a fourth the original filing also missed (UpdateToDefaultAttributes @ 0x00482860). F6 (MEDIUM) ApplyCreationResponse's Pending/Undef branch no longer publishes from inside lock(_gate) — every branch now sets kind and a single Publish runs after the lock releases, matching every sibling method. F7 (MEDIUM) two new tests pin BalanceAttributes' persistent cursor: successive overspends absorb from different attributes, and the Self→Strength wrap. F8 (LOW) ResetSkillLevels' doc corrected — retail's real gate is BOTH costs >= 0 (not "either tier"); the dictionary-presence equivalence is a CC1-established, installed-DAT-gated invariant, cited precisely. F9 (LOW) the Slot doc corrected — retail DOES assign it (gmCharacterManagementUI::SelectCharacter @ 0x004EC160 → SetSlot(GetSlot(...))), just semantically stale (the last-selected PRE-EXISTING character's slot); conclusion (send 0) unchanged. F10 (LOW) AP-209's classID citation completed with the three heritage-dependent branch ids (ordinary/Olthoi/OlthoiAcid) plus admin variants. F11 the integration test fixture no longer stubs EnterWorld to a bare counter — it captures guid-based calls and the fixture now has two pre-existing characters whose wire order deliberately differs from alphabetical order, so the roster-preservation assertion actually exercises F2 instead of coinciding with it by accident. F12 filed register row AP-211 for the client-side RosterFull slot-cap refusal (acdream-side gate, no retail DoFinish-layer counterpart — same-commit rule). F13 LiveSessionController.Finish's bare catch {} narrowed to InvalidOperationException/SocketException and _scope bound to a local after validation. F15 RandomizeStartAreaLocked now leaves _startArea unchanged on an empty list (matching retail's if (var_9c > 0) guard) instead of forcing -1. Filed register rows AP-207 (FitTemplateToCharacter's FPU-unrecoverable auto-detect skipped — ACE only reads TemplateOption for title text; anchor corrected this round), AP-208 (per-style color-count approximated by the shared gender-wide ClothingColors list — CC1's model has no per-style palette data), AP-209 (classID sent as a placeholder 0 — DAT DID lookup unavailable in Core, ACE ignores the field; branch table added this round), AP-210 (ApplyTemplate's per-attribute guarded sequential set approximated as one atomic replace), AP-211 (this round — the RosterFull client-side slot-cap refusal). Tests: tests/AcDream.Runtime.Tests/CharGen/RuntimeCharacterCreationStateTests.cs (34 cases — every Finish gate including the F3 confirmed-credits path, the F4 stale-template clamp, the F7 cursor-advance/wrap pair, Ok/each-rejection-code response mapping, duplicate-NameInUse tolerance, Olthoi template lock, attribute-lock/balance interaction, uncostable-skill rejection, generation reset) + .../Session/LiveSessionControllerCharacterCreationTests.cs (5 cases — wire-send exactly 55 skill slots via a REAL WorldSession + GameMessageCapture, decoded byte-for-byte; the full Ok round trip via WorldSession.ProcessDatagram reflection asserting F1's guid-based enter + F2's ActiveIndex-preserving roster append + ApplyCharacterCreated; the NameInUse round trip asserting ApplyCreationFailed + no roster/enter side effect; the local-refusal-never-touches-the-wire gate; the F3 confirmed-unspent-credits send). Runtime 1706/0 (was 1701, was 1667), Core.Net unchanged at 994/0, full solution Release build green. OPEN for CC4+: RuntimeCharacterCreationState's ChargenOptions currently defaults to ChargenOptions.Empty — threading the installed DAT's loaded options through GameRuntime/App startup is unresolved; the Slot field's real assignment source (which caller picks the target roster slot) has no decomp citation (ACE ignores it, non-load-bearing); classID's real DAT-DID resolution (AP-209) if a non-ACE server ever needs it; the F14 zero-call-site status hooks. |
| CC4 | — | |||
| CC5 | — | |||
| CC6a | CODE-COMPLETE 2026-08-15 (foundation only — narrowed scope per the CC4∥CC6a parallelism contract: no page mount, no spin/color-wheel controls, no rotate/zoom behavior; all deferred to CC6b after CC4 merges) | single commit, HEAD of campaign-cc6a |
PENDING (Opus dual-lens not yet run this session) | Index→ObjDesc factory (ChargenAppearanceFactory.TryCompose, src/AcDream.Core/CharGen/, pure — no Chorizite types on its public surface, verified by the existing ChargenNoChoriziteLeakTests reflection guard, which walks the whole AcDream.Core.CharGen namespace and now covers these new types too): ports gmCG3DView::Update @ 0x004EE9D0's ObjDesc rebuild in its EXACT decompiled append order — base body → hair style → Headgear → Trousers → Shirt → Footwear (verified from the decompiled control flow, NOT the UI tab order 5/6/7/8 or the CC2 wire's field order, both of which are headgear/shirt/trousers/footwear and would have been wrong) → eyes (bald-aware) → nose → mouth → skin subpalette (UNCONDITIONAL, no selection gate, unlike every other slot) → hair color → eye color. New pure Core types: ChargenPalSet/ChargenPalSetMath (shade→index), ChargenClothingTable/ChargenClothingBaseEffect/ChargenClothingPaletteTemplate/ChargenClothingSubPaletteChoice (pure ClothingTable projection), IChargenPalSetSource/IChargenClothingTableSource (DAT-touching work pushed behind these, implemented by the new Content-layer ChargenAppearanceCatalog, src/AcDream.Content/CharGen/, a cached dat reader mirroring ChargenTableReader's discipline), ChargenAppearanceSelection (mirrors RuntimeCharacterCreationAppearance's 14-index/6-shade shape field-for-field so CC6b's Runtime→Core mapping is a trivial copy — kept as a separate type since Core cannot depend on Runtime). Palette resolution — three-way agreement, no guessing: PalSet::GetPaletteID's FPU-elided body ((int)((count - 0.000001) * shade), clamped) is corroborated by ACE's PaletteSet.GetPaletteID (comment: "Taken from acclient.c"), ACViewer's identical ClothingTableList.xaml.cs:97 slider math, AND the decomp's own control-flow shape. Skin/hair use PalSet+shade indirection (skin: sex.SkinPalSet; hair: sex.HairColors[i] is ITSELF a PalSet id — confirmed against PlayerFactory.cs:96); eye color is the ONE exception — a raw Palette id used directly with NO shade indirection (confirmed against PlayerFactory.cs:100's EyesPalette = sex.EyeColorList[eyeColor], no GetPaletteID call, unlike the two lines above it). Hard-coded overlay ranges recovered from the decomp's literal bytes: skin (real offset 0, count 192 → packed 0/24), hair (192/64 → packed 24/8), eyes (256/64 → packed 32/8) — all three independently cross-checked against PaletteOverride's pre-existing *8 packing doc comment. Clothing dye resolution, installed-DAT-verified: CharGenState::GetHeadgearPaletteTemplateID/Shirt/Trousers/Footwear (0x005C38F0-0x005C3980) each read a PER-SLOT cached array, but all four are populated from the SAME single Sex_CG::ClothingColors dat field — there is no per-slot color list in the schema at all. This CONFIRMS (not merely approximates, contra the original AP-208 framing) that CC3's shared-list design is exactly retail's own mechanism; live-DAT probe: Aluvian male ClothingColors = {9,6,4,8,7,5,2,3,13} and the "Cloth Cap" headgear's ClothingSubPalEffects keys include every one of those values directly. Chargen preview renderer (ChargenPreviewRenderer, ChargenPreviewCamera/ChargenPreviewViewportCamera, ChargenPreviewEntityBuilder, all new files under src/AcDream.App/Rendering/): follows PrivateEntityViewportRenderer's exact architecture (offscreen target → texture table → UiViewport sprite later), a THIRD facade beside PaperdollViewportRenderer/CreatureAppraisalViewportRenderer — no existing file touched. ChargenPreviewEntityBuilder.TryBuild resolves Setup/GfxObj/Surface/Animation dat data itself (there is no live entity yet) using the SAME algorithms as DatLiveEntityProjectionMaterializer (surface-override resolution ported verbatim) and RetailPaperdollPoseApplicator (final-frame held pose), generalized to the per-heritage rest-pose DID retail actually uses (m_didAnimationRest: enum 0x10000005 for every standard heritage — the SAME id the paperdoll's own pose reads — 0x10000011 for Olthoi, 0x10000013 for OlthoiAcid, all resolved through master-map slot 7). Camera (gmCGAppearancePage::Update @ 0x0047E8F0, cross-checked against the identical literals in ZoomIn/ZoomOut @ 0x0047CF00/0x0047D050): four distinct default (zoomed-in) eye profiles across the 13 heritages — Olthoi (0,-1.85,1.85), OlthoiAcid (0,-3.05,2.75), Tumerok (0,-0.85,1.65), everyone else including Gearknight (0,-0.55,1.65) — direction always identity (zero yaw/pitch, same convention DollCamera already established); zoomed-OUT profiles also recorded for CC6b (Olthoi (0,-3.80,1.15), OlthoiAcid (0,-5.70,1.65), everyone else (0,-2.50,0.95) — no Tumerok special case on the OUT side). Rotation is NOT a camera property: retail's continuous-rotation button spins the CHARACTER (CPhysicsObj::set_heading), not the camera — CC6b's heading parameter belongs on the entity builder. Constants recovered, not just cited (deliverable #4): RotationSecondsPerRevolution = 3.0 (clean in the decomp, no reconstruction needed) and ZoomTweenDurationSeconds = 0.6 — the plan's own risk list flagged this SECOND constant as "decompiler-garbled"; it is NOT unrecoverable: reinterpreting the decompiler's garbled float literal as the raw low-32-bit store and pairing it with the (clean) high dword reconstructs the exact IEEE-754 double both at DoZoomAnimation's reset-default site (→ 0.6) AND independently at ZoomIn/ZoomOut's -0.1 invalidation sentinel (→ exactly the textbook IEEE-754 bit pattern for -0.1, cross-confirming the reconstruction technique itself). Register rows filed (same commit): TS-83 (the CC6a static-pose-vs-retail-idle-loop staging, explicitly named by the plan, to be retired by CC6b) and TS-82 (a MEASURED, not assumed, scope cut — CC6a's composer does not port retail's ~8-branch clothing Setup-substitution chain; the installed-DAT catalog test proves this costs nothing for the 9 standard heritages whose UI shows clothing controls, but Undead's default headgear/trousers/footwear choices genuinely miss ClothingBaseEffects coverage for Undead's own live body Setup on both genders — a real, narrow, documented gap, not a "confirmed unreachable" overclaim). Tests: ChargenPalSetMathTests (10 cases, the shade-index formula), ChargenAppearanceFactoryTests (19 hand-built-fixture cases covering setup resolution, retail append order, bald-strip selection, unconditional skin, missing-dat diagnostics, out-of-range indices), ChargenAppearanceCatalogInstalledDatTests (installed-DAT sweep, all 26 heritage/gender combinations, zero missing PalSet/ClothingTable ids — PASSED live against the installed EoR dat), ChargenPreviewCameraTests (17 cases, every per-heritage literal + the two recovered constants), ChargenPreviewEntityBuilderTests (3 cases, installed-DAT-gated, proves a real Aluvian-male 34-part mesh + Olthoi's distinct pose DID both resolve without touching a live entity). Final counts this session: Core.Tests 4767/1 skip, Content.Tests 146/0 skips, App.Tests 5121/6 skips — all pre-existing skips, zero failures, full solution Release build green. |
| CC6b | — | |||
| CC7 | — |