GF-1/GF-8: UiButton now recognizes retail's custom Unselected/Selected radio-pair (0x10000016/0x10000017), bypassing the standard Normal/ Highlight machine that never admitted those state names — .Selected now lights the heritage/template/gender/Face-Clothes rows it was always a no-op for. AP-222/GF-11b: per-state label color/outline (dat 0x1B/0x21) now applies off the REQUESTED retail state id, not the art-gated committed ActiveState — resolves the Appearance spins' current-part highlight (text recolors even though no Highlight art exists on either client) and the Town caption's Normal-to-white swap. GF-11c: UiButton.LabelBox lets a lifted caption with its own authored rect draw there instead of the face-relative offset that's only correct when the label is authored directly on the button (heritage/template family, unchanged). GF-9: wires the real nine companion overlay elements (SetColor's SetVisible mechanism) that swatch clicks were always meant to drive, retiring AP-215 item 1 (the swatch.Selected substitution was a permanent no-op — swatches author no Highlight media at all). GF-10: zoom buttons now set the retail-mirrored mutual-exclusive Highlight/Normal pair on click; InitializePage carries no initial SetState for either button, so both stay at "Normal" until first click. Register: AP-222 retired (mechanism identified and ported), AP-215 narrowed (item 1 retired, item 2 unrelated and unchanged), row count recount corrected 164 (was already one high before this batch). App suite 5282/3 (was 5266/3), Runtime 1735/0 unchanged. Fixture + live- DAT tests only — no graphical client launch. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
17 KiB
Campaign CC connected gate — round 1 findings (2026-08-16)
MILESTONE (2026-08-16, post-Batch-A build 1.0.2-cc.g): the user
completed the FIRST LIVE CHARACTER CREATE from acdream against local ACE —
launcher → character select → Create → six pages → name → Finish → real
character created. USER-CONFIRMED: "Yes i could now create a char." The
create flow's core path is live; the round continues for visual parity
(Batches B-D) and the remaining script checks (rejection dialogs,
log-straight-in confirmation, credit/randomize/exit warnings).
Batch B (selection state media + label state) is CODE-COMPLETE 2026-08-16, pending the user's visual gate. GF-1, GF-8, GF-9, GF-10, GF-11b, and GF-11c are fixed — see each entry's own FIXED note below. Fixture + live-DAT tests only this round (no graphical client launch); App suite 5282/3 (was 5266/3), Runtime 1735/0 unchanged. Register: AP-222 RETIRED, AP-215 NARROWED (item 1 retired, item 2 stays open).
User ran the six-page chargen flow live (build 1.0.2-cc.e, RDP session,
windowed). Screenshots: retail Heritage, acdream Heritage, retail
Profession. The user's side-by-side retail reports are AXIOMS
(feedback_retail_oracle_no_whack_a_mole). Pre-page findings #405 (fixed
344d88bf), #406 (open), #407 (fixed e601a496) are recorded in
ISSUES.md; this doc is the six-page batch.
Functional (blocking or behavior-dead)
- GF-1 Heritage selection dead/unmarked — FIXED (Campaign CC gate round
1, Batch B). Root cause: retail authors a custom radio-selection state
pair (
RetailUiStateIds.Unselected/Selected,0x10000016/0x10000017) on the heritage row (property-only state descriptors, no media) with the actual art on a single stateful CHILD (the dot,0x100003C0, media0x06006E35/0x06006E21, live-DAT-probe-confirmed).UiButton.AddAvailableStatesonly recognized the standard Normal/ Highlight/Ghosted name space, so_availableStatesnever admitted the custom pair and.Selectedcommitted nothing (probe-verified before the fix:Selected=trueleftActiveState=="Unselected", while the rawTrySetRetailState(0x10000017)already worked). Fixed by teachingUiButtonto detect the authored pair (HasStateMedia("Unselected") && HasStateMedia("Selected")) at construction and bypass the standard state machine for it —.Selectednow routes directly toRetailUiStateIds.Selected/Unselected, additive and gated on the pair's presence, so every OTHER button's Normal/Highlight path is byte-identical. The SAME fix also lights the Profession template icon (0x100003D9), the Appearance Face/Clothes sub-tabs (GF-8, below), and the gender buttons (whose media lives directly on the button, not a child — the OTHER shape this fix covers). The open-roll's own no-lit-dot-on-entry symptom shares this same root:CharacterCreationHeritagePage.Refreshalready setsbutton.Selected = heritageId == snapshot.HeritageIdfor every row on every refresh (including the first one after open), so the same.Selected-was-a-no-op bug silently ate the initial roll's own dot too — this fix closes both halves of GF-1 with the same change. - GF-5 Skills page empty — FIXED (Campaign CC gate round
1, Batch A). Root cause was
CharacterCreationSkillsPage.RebuildRowsresolvingTemplates[0](retail's own 3-child bucket-HEADER row,0x100002F4) instead ofTemplates[1](the REAL skill row,0x100002FF, live-DAT-probe-confirmed 7 children) and requiring the resolved root to be aUiButton(it's a plain container). Byte-traced againstgmCGSkillsPage::DoSkillRecords @0x004817e0+tagSkillRecord's copy-constructor field order to map every child id: name (0x10000301),pSkillLevelText(0x10000302),pUpCostText(0x10000303),pSkillUpButton(0x10000304),pSkillDownButton(0x10000305),pDownCostText(0x10000306). Fixed to resolveTemplates[1], wire the real per-row up/down arrow buttons toListenToElementMessage @0x004814c0's own plain-click dispatch (IncreaseSkillLevel/DecreaseSkillLevel), retiring AP-213's click-to- advance/double-click-retreat single-button substitution (narrowed, not fully retired — the flat-list-vs-four-bucket half stays). The credits- caption clobber (SkillsPage.cs:81-82, now different line numbers) is UNCHANGED — Batch C's scope. - GF-9 Appearance color swatches do nothing observable — FIXED (Campaign
CC gate round 1, Batch B). Root cause confirmed as working-but-
invisible, not a dead dispatch: the
SelectColor/SetAppearanceIndexclick path was already intact end to end (unchanged by this fix). The swatch buttons themselves author ONLY an unnamed DirectState sprite — live-DAT-probe-confirmed NO Normal/Highlight media at all — so the existingswatch.Selected = ...highlight assignment inRefreshColorAndShadeControlswas a permanent no-op; nothing could ever have shown a click's effect. Retail's REAL feedback mechanism is nine separate companion overlay elements (0x10000318-0x10000320,CharacterCreationAppearancePage.SwatchOverlayIds, live-DAT-confirmed siblings of the swatches under the color-wheel container0x100003B9, index-paired 1:1 withSwatchIds) that retail'sSetColor @0x0047DD50shows/hides viam_tColorWheel[...][0x10][iCurColor*7]->SetVisible— cross-confirmed againstgmCGAppearancePage::InitializePage's own swatch/overlay id-pair table (@0x004800ff-00480164). Fixed by wiring exactly one overlay visible per part, tracking the current part's selected color index; retires AP-215's swatch-selection substitution (item 1 — the icon-vs-ordinal item 2 stays open). - GF-11a Town description text does not change when switching towns.
- GF-13 Summary shows "-Non-admin or Non-envoy" below the name — FIXED
(Campaign CC gate round 1, Batch A) — this commit. Root cause: dat
property
0x3B(Invisible —UIElement::OnSetAttribute @0x00462d80case 8) was never read by the importer at all; elements0x10000403("Non-Admin") and0x10000494("Non-Envoy") both author ittrue(live-DAT-probe-confirmed, path0x100003CC > 0x100003D0 > 0x100003D6 > {0x10000403,0x10000494}). Blast-radius sweep found 1,083 elements client-wide author the same flag — a blanket importer-wide honor is its own visual gate, filed as ISSUES.md #408. This fix is CHARGEN-SCOPED ONLY:ElementInfo.Invisible/UiElement.AuthoredInvisibleare pure data additions (read/stored everywhere, acted on nowhere by the shared importer path), andCharacterCreationUiController.HideAuthoredInvisibleElementswalks its own mounted subtree once at construction and hides whatever the dat itself marked hidden — by the authored flag, not a hardcoded id list. Register AP-230 records the scoped-vs-general split. - GF-15 Summary name entry DEAD + Finish unpressable — FIXED
(Campaign CC gate round 1, Batch A) — this commit, LIVE-VERIFIED end to
end. The live-repro investigation (offline
ACDREAM_OPEN_CHARGEN=1alone does NOT open the chargen screen —RuntimeCharacterCreationStateonly activates viaLiveSessionController.StartAsync's authenticated- connect path,LiveSessionController.cs:791; the repro required a real connect to the project's own local ACE test server) showed the FIRST click into the name field correctly focuses it and typing correctly lands characters — the modal/pick/focus mechanics the earlier static investigation examined were never broken. The REAL cause only surfaces after the FIRST dialog opens: pressing Finish with an empty name successfully creates the NoNameRetailMessageDialogView(visible=true, live-DAT-probe-confirmed nonzero popup/message/button geometry — 400x95 popup, correctly centered) but it renders NOTHING and silently absorbs every subsequent click across the WHOLE canvas, including clicks aimed at the name field or Finish button underneath. Root cause:CharacterCreationUiController.Tick()(andCharacterManagementUiController.Tick()) callUiRoot.BringToFront(Root)UNCONDITIONALLY every frame while their screen is open (needed so chargen stays above the occluded character-management screen underneath, register AP-229); a dialog's root is a direct sibling of those screen roots under the sameUiRoot, andRetailWindowManager.BringToFrontis a simple "highest ZOrder among siblings + 1" — whichever sibling's ownBringToFrontcall runs LAST in a frame wins.RetailDialogFactory.Tick()never re-asserted its own open dialogs' z-order, so the VERY NEXT frame's screenTick()(which always runs before the dialog factory's ownTick()inRetailUiRuntime.Tick(double)'s per-frame sequence) silently buried the dialog behind the screen's opaque backdrop — while the dialog remained the registeredUiRoot.Modaland kept EXCLUSIVE input priority (OnMouseDown's Modal-vs-bounds gate is independent of render/z-order). Fixed by havingRetailDialogFactory.Tick()re-raise every open dialog (in_openOrder, so the most recently opened stays topmost) every tick, matching retail's real always-on-top dialog behavior. Live-verified the COMPLETE user sequence after the fix: click name field (focuses), type (lands), press Finish empty (NoName dialog now VISIBLY renders: "You must enter a name for this character!"), click OK (dismisses cleanly,Modalclears), click the field again (still focusable/typable). The[ Nameprefill question is CLOSED, not a bug: byte-verified neitherCharGenState::RandomizeCharacter @0x005c6d80norgmCGSummaryPage::InitializePage @0x0047bbf0ever write text into the name field (InitializePageonly sets the input filter) — retail's field is genuinely code-empty on a freshly-rolled character, matching acdream's existing (correct) behavior; the[ Namethe user saw was most likely the field's own bracket-style empty-state chrome (GF-2/GF-12 textbox-decoration family), not a missing name-prefill feature.
Presentation families (retail parity)
- GF-2 Description textboxes broken everywhere. acdream renders the
raw string with LITERAL
\nescapes, one truncated line, no wrap, no scroll, no frame. Retail: framed scrollable textbox, multi-paragraph, colored section headers (green "Trained Starting Skills:" etc.), scrollbar + arrows (screenshot 1 right panel). - GF-3 Profession template description textbox missing (retail bottom- left panel, "LIFE CASTERS are experts…" — screenshot 3).
- GF-4 Profession labels missing: "Attribute Credits" caption + value, per-attribute name labels (Strength…Self), Health/Stamina/Mana labels + values. Sliders and template selection themselves WORK.
- GF-6 Appearance spin captions are numbers, not part names ("Hair Style", "Eyes", …). Known rows AP-215 (item 2 — item 1, the swatch-selection substitution, RETIRED at Batch B/GF-9)/AP-218 — the gate promotes them to must-port.
- GF-7 Preview backdrop black on Appearance (and Summary, GF-14); retail's chargen 3D view shows a scenic backdrop. (The Heritage-page preview area shows terrain in BOTH clients — establish from the decomp what actually renders behind the model per page/view.)
- GF-8 Appearance Face/Clothes sub-tab selection unmarked — FIXED
(Campaign CC gate round 1, Batch B). Same root and same fix as GF-1:
the Face (
0x100003A9)/Clothes (0x100003AA) sub-tab buttons author the identical custom Unselected/Selected radio-pair shape (media on a stateful icon child,0x100002E9, live-DAT-probe-confirmed) — not the AP-222 family as originally suspected (AP-222 turned out to be a DIFFERENT mechanism, the per-state label color/outline gap fixed alongside GF-11b below).UiButton's custom-selection-pair bypass fixes both in one change. - GF-10 Zoom buttons show identical art — FIXED (Campaign CC gate round
1, Batch B). Pure wiring gap, not a widget mechanism problem — both
zoom buttons already author a standard Normal/Highlight(/rollover) pair
(live-DAT-probe-confirmed).
gmCGAppearancePage::ZoomIn @0x0047CF00(@0x0047d005/0x0047d00f) endsZoomInButton->SetState(6)(Highlight),ZoomOutButton->SetState(1)(Normal);ZoomOut @0x0047D050mirrors.CharacterCreationAppearancePage's click handlers only ever calledPreviewControl.ZoomIn()/ZoomOut(), never touching either button's state — fixed to set the mutual-exclusive pair on every click. Re- derived the INITIAL state fromInitializePage @0x0047fdd0-0048032e:m_bZoomedIn = 0is set at construction, but NO explicit initialSetStatecall exists for either zoom button anywhere inInitializePage— both start at their DAT-authored "Normal" default until the first real zoom click; this port does not force an initial Highlight either. - GF-11b Town selected marker does not turn white — FIXED (Campaign CC
gate round 1, Batch B). The marker PIN art itself already swapped
correctly (the town button's own Normal/Highlight state machine was
never broken — its marker child,
0x1000040C, authors real Highlight media). What was missing: retail ALSO recolors the town NAME caption (a lifted Type-12 child, id collides with the page-level description panel's own id0x10000409in the installed dat — two distinct elements in two distinct subtrees, harmless for the per-button lift) from gold (218,167,85) to white (255,255,255) on selection, live-DAT- measured.DatWidgetFactory.BuildButtonlifted the caption's font COLOR once at build time with no per-state override. Same root and fix as AP-222 (below): per-state label color/outline, applied off the REQUESTED retail state id. - GF-11c Town names misaligned on the map — FIXED (Campaign CC gate
round 1, Batch B). The per-button caption's own authored rect
(
(0,4,100,37), Center-justified, live-DAT-measured) was being discarded in favor of a Left-aligned offset computed from the marker FACE's rect (face.X + face.Width + 4) — correct for the heritage/ template/Face-Clothes row family (label authored DIRECTLY on the button, beside a single-purpose face segment) but wrong here, where a DISTINCT Type-12 caption child was lifted with its own independent geometry. Fixed by addingUiButton.LabelBox: when a distinct lifted caption carries its own rect, the label draws within THAT box using its own authored justify instead of the face-relative offset; every other button (LabelBoxnull) keeps the EXACT prior draw math. - GF-12 Missing authored gold frames around boxes on every page (Skills/Appearance/Town/Summary called out explicitly).
- GF-14 Summary paperdoll backdrop black (same family as GF-7); Summary textbox wrapper + scrollbar missing (GF-2 family).
- GF-16 Hover tooltips missing on all pages (retail pops tooltips).
Suspected shared roots (to be CONFIRMED by the investigation, not assumed)
- Missing frames/labels/statics across every page (GF-3, GF-4 labels, GF-12) — one importer/mount-level gap OR retail writes them at runtime; decide per element from the authored DAT + decomp.
- Rich text (escape decoding, wrap, scroll, frame) — one text-widget gap feeding GF-2/GF-3/GF-11a/GF-14.
Selection state media (GF-1 dot, GF-8 sub-tabs, GF-11b white marker, GF-10 zoom art) — the AP-222 measured mechanism (state media authored vs applied) across widget kinds.CLOSED, split into TWO distinct mechanisms, both fixed at Batch B: (a) GF-1/GF-8 share a genuinely UNRECOGNIZED custom state-name pair (UiButtonnever admitted "Unselected"/"Selected" into its available-states set at all); GF-10 was pure wiring (the standard Normal/Highlight pair was never even requested). (b) GF-11b turned out NOT to be a state-media gap — the marker's own media swap already worked; the actual gap was AP-222's real mechanism, per-state LABEL COLOR/OUTLINE (a property commit distinct from the art/media commit, and NOT gated by the same art- availability checkActiveStateis). See each GF's own FIXED entry above and the retired AP-222 / narrowed AP-215 register rows.- Preview backdrop (GF-7/GF-14) — what gmCG3DView clears/draws.
Input routing on Summary (GF-15) — focus/typing path on the stacked chargen screen.CLOSED: focus/typing routing was never broken (live- verified); the real cause wasRetailDialogFactorynever re-asserting its open dialogs' z-order against the chargen/char-management screens' own per-tickBringToFront— see GF-15's own entry above. Batch A fixed it.
Process
Root-cause investigation FIRST (report-only, static + live-DAT probe tests, NO client launches while the user's client may be running), then batched fix rounds per family with Opus review, one republish per batch.