Evidence appended to the test script: run-1 diff-and-send exact to contract; mid-run reconnect idempotence; run-3 cross-process persistence proof (the fresh seed echoed the blob-only SalvageMultiple value); graceful converged exits; no refusals, no pre-LoginComplete sends. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
319 lines
17 KiB
Markdown
319 lines
17 KiB
Markdown
# Campaign OP connected-gate test script
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**Status:** OP3 and OP7 sections. Later slices (OP4-6, OP8) append their own
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sections here as they land; the campaign's OP9 closeout gate is this
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document complete plus every slice code-complete.
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This document is the script the user runs against the live connected
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client (`ACDREAM_LIVE=1` against the local ACE server) to accept each
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slice. Each item states what to do and what retail-faithful behavior to
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expect. Anything marked **INERT** is authored and clickable but
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deliberately does nothing yet — that is the correct, contracted behavior
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for this slice, not a bug.
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---
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## OP3 — panel shell, open paths, Gameplay tab
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### Opening and closing the panel
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1. **Press F11.** The Options panel opens — a floating, resizable window
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titled by its own chrome (no title-bar text is authored; the window
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itself is the visual identity). The **Gameplay Options** tab is
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selected by default (leftmost tab, matching the user's own retail
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screenshot).
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2. **Press F11 again.** The panel closes.
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3. **Click the toolbar's Options button** (the icon at the right end of
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the shortcut row, next to Inventory). The panel opens. If a DIFFERENT
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`gmPanelUI`-family panel was already open (Character Info, Skills,
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Vitae, Inventory, etc.), opening Options closes it first — this is
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retail's real "one active panel" behavior (`gmPanelUI`'s shared
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geometry/exclusive-child model), not new to this panel. **Note the
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button's STATE change, not just its behavior:** before this slice this
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button was greyed out/disabled (panel id 10 was not in the catalog) and
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clicking it did nothing. It should now be fully enabled, AND it should
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highlight (same visual as the Inventory/Character/Magic buttons) while
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the Options panel is open, un-highlighting when it closes.
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4. **Click the panel's own close (X) button**, top-right of the window
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chrome. The panel closes — same action as F11.
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5. **Drag the window by its border/chrome; resize it from the BOTTOM
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edge only.** Options shares its geometry policy with every other
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`gmPanelUI` sibling (Character/Inventory/Spellbook/the indicator-detail
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panels): draggable, resizable from the bottom edge only (NOT the top,
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left, or right edges, and NOT a corner — the panel does not resize
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horizontally at all), and it remembers its HEIGHT across a close/reopen
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within the same session, same as every sibling. This is a correction
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from OP3-as-landed, which briefly gave Options all-four-edge/horizontal
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resize that no sibling has and that silently reverted to 300px wide the
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next time a sibling panel was shown.
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### Tab switching
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6. **Click each of the four tabs** (Gameplay Options, Character, Chat,
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Config). Each switches the visible page; exactly one page is visible
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at a time. Character/Chat/Config show their AUTHORED content (row
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templates, Apply/Reset/Defaults buttons, scrollbars) but nothing on
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those three tabs is wired to live data yet — that is OP4/OP5/OP6's
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scope, not a bug in this slice. Only the currently-selected tab's
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button highlights as "open"; the others read "closed".
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7. **Switch away from Gameplay and back.** No crash, no stuck state.
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### The seven Gameplay-tab buttons
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8. **Exit Game.** Click it. The client logs off and closes gracefully —
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same behavior as pressing Escape then confirming, or closing the
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window. **No confirmation dialog** (retail has none on this path).
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9. **Exit to Character Selection.** Click it. A confirmation dialog
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appears ("Are you sure you want to end this character session?" or
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the DAT-resolved retail equivalent). Click **Yes** while standing on
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solid ground: the client logs off and closes — **today this behaves
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identically to Exit Game**, NOT a return to a character-select
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screen (acdream has no pre-world character-select flow yet — register
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row AD-74). Click **No**: nothing happens, panel stays open.
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10. **Exit to Character Selection while airborne** (jump and click the
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button mid-air, or confirm while still in the air). Expect the chat
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line **"Cannot log off while in mid-air."** in the SpewBox/chat
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scroll instead of logging off — this is retail's own byte-verified
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refusal, faithfully ported.
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11. **Configure Keyboard.** Click it. **INERT — nothing happens.** This
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is the contracted behavior for OP3; OP8 wires the real Configure
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Keyboard screen, and OP8's own gate re-tests this exact button. Do
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not report this as a bug for OP3.
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12. **In-Game Help Files.** Click it. **INERT — nothing happens.**
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Retail's own help viewer is a third-party plugin
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(`plugins\ACHelpPlugin.dll`) acdream does not have; retail itself
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fails silently with the plugin absent, and this button mirrors that
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(register row AD-76).
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13. **Urgent Assistance.** Click it. Expect a chat line explaining the
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web browser could not be launched and pointing at
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`http://support.turbine.com/ics/support/ticketnewwizard.asp?style=classic`
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— retail's own byte-verified failure text, always shown (the URL is
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dead in 2026, so acdream never attempts to open a browser — register
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row AD-75). **No native browser window opens, no OS dialog box.**
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**Legibility check (blast review SHOULD-FIX 4):** this is a
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THREE-LINE, ~110-character-URL body landing in the SpewBox overlay,
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which auto-expires after 5 seconds. Read the whole body BEFORE it
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disappears — if you cannot finish reading it (especially the URL) in
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that window, report it as a legibility problem; the honest fix would
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be routing it to the scrolling chat transcript (which stays and
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scrolls back) instead of shortening the timeout.
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14. **Report Abuse.** Click it. Same shape as Urgent Assistance
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(including the same legibility check), with its own retail text
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("...to submit an abuse report...").
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15. **Use Mouse Turning Settings.** Click it. Expect one retail chat
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line per changed value among: Camera Stiffness, Camera Adjustment,
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Mouse Sensitivity, Align To Slope, Invert Mouselook Axes, Turn to
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Face Camera — a FRESH character (never touched these settings) sees
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all six lines; clicking the button a second time in the same
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session sees zero lines (everything already at the macro's target).
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**These six lines are byte-verified `RetailLogTextType.Magic` (0x07),
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NOT the client-local refusal type** — expect LIGHT BLUE text in the
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SCROLLING CHAT TRANSCRIPT (not the transient SpewBox overlay). Do
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NOT expect a timestamp prefix: acdream renders no chat timestamps
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yet (the Display Timestamps consumer is OP4 scope, and there is no
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chat-log file — TS-69), so a bare light-blue line is CORRECT here
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(OP3 re-review R1). If you see bright red text in a transient
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5-second overlay instead (the ClientLocal/SpewBox look used by the
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mid-air refusal and UA/RA above), that is the pre-fix-round bug —
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report it.
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**Known, registered gap (TS-74): acdream has no persistent
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"turn to face camera" mouse-turning MODE yet, so this button changes
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stored preferences and sends the wire bit, but you will not see the
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camera actually start turning with mouse movement** — that consumer
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does not exist yet. Verify the CHAT LINES and that the button is
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clickable/does not crash; do not expect a camera-behavior change.
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### Cross-session persistence (mechanism review S6)
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16. **Relog the SAME character** (log off through Exit Game, or
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disconnect/reconnect, then log back in) after step 15 has already
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shown all six lines once. Open the Options panel and click "Use
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Mouse Turning Settings" again. Expect **zero** chat lines this time —
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`UseMouseTurning` is an auto-save id (`SetSingleCharacterOption
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0x0005`), so the bit reached ACE on the first click and the fresh
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post-relog `PlayerDescription` echoes it back as already-on. Seeing
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the "Turn to Face Camera was changed..." line AGAIN after a clean
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relog means the bit did not actually persist server-side — report it.
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17. **Fully relaunch the client** (close the window, start a new
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process) after step 15. Reopen the Options panel — no button click
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needed. The five CLIENT-LOCAL preferences (Camera Stiffness,
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Adjustment Speed, Mouse Sensitivity, Align To Slope, Invert Mouselook
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Axes) persisted to `settings.json`'s `cameraTurning` section should
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still read at the macro's target values from the PREVIOUS session —
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click "Use Mouse Turning Settings" once more and confirm you again
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see zero lines (proving the five client-local prefs, not just the
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one server bit, survived the relaunch).
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### What to report
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- Any of the above NOT matching (wrong text, wrong tab default, window
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not draggable/resizable, close button not working, F11/toolbar not
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opening the panel, opening Options not closing a sibling panel, toolbar
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button not highlighting while the panel is open).
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- Any exception/crash on any of the 17 steps.
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- Whether the confirmation dialog's exact wording looks retail-correct
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(it resolves from the DAT string table at runtime; a fallback English
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string only appears if that resolution fails, which would itself be
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worth reporting).
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### Explicitly NOT in scope for this gate
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- Character/Chat/Config tab content (rows, checkboxes, sliders, live
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data) — OP4/OP5/OP6.
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- Configure Keyboard's actual screen — OP8.
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- Any observable camera change from "Use Mouse Turning Settings" — no
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acdream consumer exists yet (TS-74).
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---
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## OP7 — headless `characterOptions`
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Unlike OP3-OP6, this is not a graphical-client gate: no window is launched.
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The coordinator runs `acdream-headless run` against local ACE with a config
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declaring a small `characterOptions` block, and inspects the ACE-side
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persisted `CharacterOptions1`/`CharacterOptions2` (and, for the
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`ListenTo*Chat` ids, the actual Turbine room membership) before and after.
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Automated coverage (schema rejection, the diff-and-send engine, the wiring
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from a real `PlayerDescription` game event through to a captured wire
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action, and dedicated-update-thread affinity) already runs in
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`tests/AcDream.Headless.Tests/HeadlessConfigurationLoaderTests.cs`,
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`HeadlessCharacterOptionsSeederTests.cs`, and
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`HeadlessCharacterOptionsSeederWiringTests.cs` — this script is for the ONE
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thing those tests cannot prove: that a REAL ACE server actually accepts and
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persists the sends.
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### Recipe
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1. **Confirm the character's starting state.** Before running the bot,
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note (or reset) the target character's `IgnoreAllegianceRequests`
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(0x01, auto-save, `SetSingleCharacterOption 0x0005`) and
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`ListenToTradeChat` (0x24, auto-save, also `0x0005` — additionally
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joins/leaves the Turbine trade room) options — e.g. via an existing
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graphical login, or by inspecting ACE's stored `CharacterOptions1`/
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`CharacterOptions2` for the character row directly. Pick a THIRD,
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batched (non-auto-save) id for the blob path — `SalvageMultiple`
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(0x22, tier 2) is a safe choice: it has no observable server-side
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effect beyond the stored bit, so a mismatch is purely a persistence
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question, not a behavior one.
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2. **Author a headless config** with all three declared at values that
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DIFFER from the character's current stored state, e.g.:
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```json
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{
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"version": 1,
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"sessions": [{
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"id": "op7-bot",
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"endpoint": { "host": "127.0.0.1", "port": 9000 },
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"account": "testaccount",
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"character": { "name": "+Acdream" },
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"policy": { "id": "idle" },
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"credential": { "provider": "environment", "reference": "OP7_BOT_PASSWORD" },
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"characterOptions": {
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"IgnoreAllegianceRequests": true,
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"ListenToTradeChat": true,
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"SalvageMultiple": true
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}
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}]
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}
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```
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(Flip each `true` to `false` instead if the character already has that
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bit set — the point is a genuine diff in both directions, not
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specifically "everything ON".)
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3. **Run it**: `acdream-headless run --config op7-bot.json` with
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`OP7_BOT_PASSWORD` set in the environment. Let it sit in-world a few
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seconds, then stop it (Ctrl+C — the process scheduler's graceful-
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shutdown path already sends a real logoff).
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### Expected wire sends on first connect
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- One `SetSingleCharacterOption (0x0005)` for `IgnoreAllegianceRequests`
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(id `0x01`) — immediately, no batching.
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- One `SetSingleCharacterOption (0x0005)` for `ListenToTradeChat` (id
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`0x24`) — immediately, and ACE's handler additionally joins the
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Turbine trade-chat room server-side for this session (observable via
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ACE's own Turbine-chat membership logging if available).
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- **No** `SetSingleCharacterOption (0x0005)` for `SalvageMultiple` (id
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`0x22`) — it is batched, not auto-save, so `TrySetOption` only marks
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the module dirty and never sends `0x0005` for it. The single
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`SetCharacterOptions (0x01A1)` blob flush is the ONLY wire evidence of
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this id changing (OP7's diff-and-send calls the explicit `SaveOptions`
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verb once, after every declared id has been diffed, never interleaved
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— so this same `0x01A1` also carries whatever the loop already wrote
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locally for `IgnoreAllegianceRequests`/`ListenToTradeChat`, even though
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those two ALSO got their own immediate `0x0005`).
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- **No other option bits change.** ACE's stored `CharacterOptions1`/
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`CharacterOptions2` for every UNDECLARED id stay exactly what they
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were before the run.
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- **No 0x01A1 blob before the client's own `GameActionLoginComplete`.**
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If ACE logs a refusal ("SetCharacterOptions received before
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FirstEnterWorldDone" or equivalent), that is a real OP7 defect — the
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diff-and-send is contracted to run only after both LoginComplete has
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been sent AND a real `PlayerDescription` has seeded local state
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(`HeadlessCharacterOptionsSeeder`'s own two-precondition latch).
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### Expected silence on reconnect
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4. **Run the SAME config a second time** (a fresh process, or the
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process's own reconnect path if it fires) without changing anything
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on the ACE side in between. Expect **zero** `0x0005`/`0x01A1` sends
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for the three declared ids — the fresh `PlayerDescription` now echoes
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back exactly what the first run persisted, so the declared-vs-actual
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diff finds nothing (idempotent by construction: a bot that already
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has what it wants sends nothing, matching retail's own "re-set to the
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current value produces nothing" rule — set-character-options-wire.md
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§3.1/§3.5).
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5. **Flip one declared value** in the config (e.g. `SalvageMultiple` back
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to `false`) and run again. `SalvageMultiple` is batched, so expect
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exactly ONE `0x01A1` blob flush and **no** `0x0005` for it — the other
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two declared ids, still matching, produce nothing at all (not even the
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blob).
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### What to report
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- Any declared id that does NOT persist across a fresh reconnect (ACE
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either rejected it silently, or the diff-and-send never actually ran).
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- Any UNDECLARED id whose stored value changed — a sign the blob echoed
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something it shouldn't have (wire research §5.3's "echo real values,
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never zero them" rule, or a stale/incorrect snapshot read).
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- Any 0x0005/0x01A1 send observed BEFORE the client's own LoginComplete
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action on the wire (a WireMCP capture on loopback `127.0.0.1:9000`
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settles this precisely if ACE's own log line is ambiguous).
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- Whether `ListenToTradeChat` actually joined the Turbine trade room
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server-side (not just the stored bit) — the one declared id in the
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sample config with a real behavioral consumer.
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### Explicitly NOT in scope for this gate
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- Every other tier-1/tier-2 option name — the three above exercise both
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wire paths (auto-save `0x0005`-only and batched `0x0005`+`0x01A1`);
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the remaining 23 names share the same two code paths and are already
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covered by the id-ascending completeness assertions in
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`CharacterOptionTableTests` (OP1) and the schema tests here (OP7).
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- Any presentation-only (tier-3) option — `HeadlessConfigurationLoader`
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refuses to load a config that declares one; there is nothing to run.
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- The graphical Options panel's own Character tab — OP4.
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### OP7 gate result — PASSED (coordinator, 2026-08-11)
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Three live runs against local ACE (`127.0.0.1:9000`, `+Acdream`,
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`lifecycle-smoke` policy, temporary seeder diagnostics since reverted):
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- **Run 1 (declared: IgnoreAllegianceRequests=true, ListenToTradeChat=true,
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SalvageMultiple=true):** the seeder sent exactly two `SetSingleOption`
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diffs (`IgnoreAllegianceRequests` false→true auto-save;
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`SalvageMultiple` false→true batched) plus ONE `SaveOptions (0x01A1)`
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flush; `ListenToTradeChat` was already true and sent nothing. After the
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policy's own portal AND a genuine mid-run reconnect (fresh ACE
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`PlayerDescription`), all three reported `already ..., no send` —
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proving ACE accepted and persisted both wire paths within the session.
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- **Run 3 (fresh process, SalvageMultiple flipped to false):** the fresh
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seed echoed `SalvageMultiple=true` from run 1 — a value ONLY the run-1
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`0x01A1` blob could have carried (batched id, never `0x0005`), which is
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the cross-process ACE-persistence proof. The flip sent one
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`SetSingleOption` + one `SaveOptions` and nothing for the other two
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ids; post-portal and post-reconnect re-diffs were silent.
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- Both runs: no pre-LoginComplete sends observed, no ACE refusals,
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graceful zero-code exits, `disposed` with converged runtime and zero
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leases. Pre-existing noise unrelated to OP7, noted for the record: an
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unmapped `[weenie-error] code=0x051D`, and the K4 resource envelope's
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`handle-count` violation (the `k4-linux-30-session` Linux profile
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evaluated on Windows).
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