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The adversarial review's three blocking findings, each fixed at root: 1. A vendor session now CLOSES when its entity retires (despawn, death, ObjectDelete) and at teleport BEGIN (HasPendingTeleportStart || IsTeleportActive at the existing per-frame seam — both hosts funnel through RuntimeWorldTransitState.TryQueueTeleportStart, which flips the pending flag strictly before activation). The previous permissive early-return stranded the session forever: panel pinned to a stale guid, ActiveVendorId swallowing Use for the rest of the session. 2. VendorShopItem carries the desc's stack size, and VendorPricing.PerUnitValue ports retail's stack-total division (VendorProfile::VendorSellPrice 0x005D1B00: <= 0 guard, integer division) — a stack of 50 arrows now prices per arrow, not at 50x. 3. VendorState.Close() guards its observer fanout with the dispatcher's catch-and-log semantics — a throwing panel listener can no longer propagate into the unprotected per-frame path. Register honesty rides along: the 0.6 m UseRadius fallback was acdream's invention (ACE's CheckClose has no fallback; retail passes the raw authored radius) — removed, the watcher now uses the raw radius and AP-160's citations are corrected and extended with the accepted-position-snapshot cadence; AD-72 files VendorPricing's double-vs-x87-extended narrowing (AD-33's class, bounded by the ±0.1 margin). Nine tests added. Clean-room complete solution: 11,311 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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| .. | ||
| Allegiance | ||
| Audio | ||
| Chat | ||
| Combat | ||
| Conformance | ||
| Fixtures | ||
| Input | ||
| Items | ||
| Lighting | ||
| Meshing | ||
| Physics | ||
| Player | ||
| Plugins | ||
| Properties | ||
| Rendering | ||
| Selection | ||
| Social | ||
| Spells | ||
| Streaming | ||
| Terrain | ||
| Textures | ||
| Ui | ||
| Vfx | ||
| World | ||
| AcDream.Core.Tests.csproj | ||
| GlobalUsings.cs | ||
| SmokeTest.cs | ||
| xunit.runner.json | ||