acdream/docs/research/2026-08-11-fa-acdream-seams.md
Erik 511ba6e5d4 docs: FA1 review round -- register repoint, seams corrections, plan reconciliation
Applies the documentation-only MUST-FIX items from the blast review
(docs/research/2026-08-12-fa1-review-blast.md), plus mechanism SF-4:

Blast MF-1 / mechanism SF-4: register row AP-90
(retail-divergence-register.md) cited the deleted AllegianceTree class as
its evidence. Re-pointed to ClientCommandResponses.AllegianceProfileLookups
and the fellowship parsers FA1 added -- the deviation itself (radar
relationship state undelivered at runtime) is unchanged and NOT retired,
since FA2 hasn't wired a live owner yet.

Blast MF-2: corrected four falsified statements in the lane D research doc
(fa-acdream-seams.md), each marked with a dated, clearly-struck FA1
fix-round addendum rather than silently rewritten (it is a committed
research record):
  - :791 "wrapping existing AllegianceTree" -- class deleted; re-pointed to
    AllegianceProfileLookups.
  - :666/:672 `commands.Fellowship.SetOpen -> BuildFellowshipUpdate` -- that
    builder no longer exists; its renamed successor is panel visibility,
    not openness, and using it here would re-introduce the exact semantic
    bug FA1 fixed. Re-pointed to BuildFellowshipChangeOpenness (0x0291).
  - :429/:668 `BuildFellowshipCreate(seq, name, openness, shareXp)` -- the
    builder is now 3-arg; there is no wire openness field.
  - :854 open question 8 (trailing-pad rule) -- ANSWERED by FA1 (VC-3),
    closed with the answer instead of left open for re-derivation.

Blast MF-3: plan decision D9 and the FA1 slice-map row both asserted "the 8
missing fellowship WeenieError strings are added in FA1" -- FA1 shipped the
opposite, verified finding (no retail display text exists for any of the
8 ids). Both struck and annotated with the actual outcome.

Blast MF-4: reconciled the ledger's internally-inconsistent test-total row.
Direct measurement at the pre-fix-round tip (bc693728, stashed/restored
during this session to isolate it) confirms 13,149 passed / 4 skipped / 0
failed (13,153 total) -- the ledger's own prior number was actually
correct; the "baseline 13,103" and "net +50" framing next to it did not
reconcile with each other or with the diff-verified delta (+58 added / -9
deleted = net +49, one test of drift attributed to a different baseline
commit, not a further miscount). Also records this session's own +9 tests
and the blast SF-1 live-surface note (FA1 changed observable @allegiance
info output, not a purely-unwired slice).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 00:47:09 +02:00

919 lines
52 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Campaign FA — lane D: acdream seams for Fellowship & Allegiance
**Status:** RESEARCH ONLY (2026-08-11). Read-only audit of our own tree; no
retail decomp claims here (that is lanes AC). Every claim is cited
`file:line` against the worktree
`.claude/worktrees/eloquent-hugle-42119e`.
**Purpose:** so the FA plan places new code correctly the first time.
---
## 0. Executive orientation — what already exists
FA is NOT greenfield. The tree already carries a partial, unwired
foundation laid in H.2 (2026-04-18) and extended incidentally by
Campaigns CH and OP:
| Already present | Where | Wired to production? |
|---|---|---|
| All 11 S→C event ids | `src/AcDream.Core.Net/Messages/GameEventType.cs:16,19,29,30,55,56,57,84,85,100,101,102` | **NO parsers, NO handlers** |
| Fellowship C→S builders (5) | `src/AcDream.Core.Net/Messages/SocialActions.cs:123-168` | **NO `WorldSession.Send*` wrapper, NO caller** |
| Allegiance C→S builders (2) | `src/AcDream.Core.Net/Messages/AllegianceRequests.cs:34-46` | **NO `WorldSession.Send*` wrapper, NO caller** |
| Client allegiance tree model | `src/AcDream.Core/Allegiance/AllegianceTree.cs:56-162` + XP passup `:172-183` | **NO writer; zero references outside its own file** |
| `RetailLogTextType.Allegiance 0x12` / `.Fellowship 0x13` | `src/AcDream.Core/Chat/RetailLogTextType.cs:44-45` | Colors already conformance-pinned (CH) |
| `RuntimeChatChannel.Fellowship/.Allegiance/.Vassals/.Patron/.Monarch/.CoVassals` | `src/AcDream.Runtime/GameRuntimeCommands.cs:63-90` | **YES** — outbound chat works today (`DirectGameRuntimeCommandAdapter.cs:1014-1062`) |
| `InputAction.ToggleAllegiancePanel` (F3) / `.ToggleFellowshipPanel` (F4) | `src/AcDream.UI.Abstractions/Input/InputAction.cs:103-106`, defaults `KeyBindings.cs:209-210`, retail ActionMap ids `RetailActionIdentityTable.cs:193-194` | **NO handler**`RetailUiRuntime.HandleInputAction` (`RetailUiRuntime.cs:548-560`) has no case for either |
| 6 dimmed Grouping-group option rows | `src/AcDream.App/UI/Layout/CharacterOptionsPageController.cs:193-201` | Store-only (AD-78) |
| Retail mutual exclusion (MF-2) | `src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs:818-834` | **YES** — already live |
| Confirmation types 1 and 4 (allegiance/fellowship) placeholder | `src/AcDream.App/UI/GameplayConfirmationController.cs:36-40` | Generic dialog only; explicitly awaiting FA panels |
`AllegianceRequests.BuildSwear/BuildBreak` and every
`SocialActions.BuildFellowship*` have **zero production callers** — a
whole-tree grep returns only their own definitions and their tests. FA
must add the `WorldSession.Send*` wrappers (§3) before anything can reach
the wire.
Open issue ledger: `docs/ISSUES.md:12961` (**#L.4**, "Allegiance,
Fellowship, and World remain separate open panel features") and
`docs/ISSUES.md:524` (**#360**, the ~22 unported `@allegiance`/`@house`
subcommands).
---
## 1. Runtime ownership — where fellowship/allegiance state belongs
### 1.1 The J-pattern, as actually implemented
`GameRuntime` builds every gameplay owner in one ordered, fault-injectable
construction transaction (`src/AcDream.Runtime/GameRuntime.cs:156-320`),
exposes each as a public `*Owner` property (`:419-429`), and exposes a
**read-only typed borrowed view** per owner (`:463-470`). Convergence is
proved by a per-owner `CaptureOwnership()` rolled up through
`RuntimeGameplayOwnership.Capture`
(`src/AcDream.Runtime/Gameplay/RuntimeGameplayOwnership.cs:23-44`) →
`RuntimeSimulationOwnership.Capture`
(`src/AcDream.Runtime/RuntimeSimulationOwnership.cs:23-44`) →
`GameRuntime.CaptureOwnership` (`GameRuntime.cs:545-567`).
Every new J-owner therefore costs **eight** mechanical edits:
1. a `Runtime<X>State` class with `IDisposable`, `ResetSession()`,
`CaptureOwnership()`;
2. a `Runtime<X>OwnershipSnapshot` record struct with an `IsConverged`
expression (template: `RuntimeCharacterState.cs:9-51`);
3. construction + `construction.Own(...)` + a new
`GameRuntimeConstructionPoint` fault point (`GameRuntime.cs:200-214` is
the two-line template);
4. the `*Owner` property and its `IRuntime<X>View` projection
(`GameRuntime.cs:419-429`, `:463-470`);
5. a field + a new `RuntimeGenerationResetStage` ordinal + a `Drain` case
in `RuntimeGenerationReset`
(`src/AcDream.Runtime/RuntimeGenerationReset.cs:21-44`, `:97-121`,
`:236-349`);
6. inclusion in `RuntimeGameplayOwnershipSnapshot`
(`RuntimeGameplayOwnership.cs:8-21`);
7. a shutdown-ledger step in `GameRuntime`'s ordered teardown
(`GameRuntime.cs:703-752` — the numbered `switch` + `=>` pair must stay
in lockstep);
8. a field on `RuntimeStateCheckpoint`
(`src/AcDream.Runtime/GameRuntimeViews.cs:223-241`) and the matching
`RuntimeTraceRecorder.AddCheckpoint` string
(`src/AcDream.Runtime/GameRuntimeEvents.cs:154-224`) if the state is to
appear in connected-gate artifacts.
### 1.2 Is `RuntimeCommunicationState` the natural home? — NO
`RuntimeCommunicationState`
(`src/AcDream.Runtime/Gameplay/RuntimeCommunicationState.cs:55-262`) owns
`ChatLog`, `SpewBoxState`, `ChatCommandTargetState`, `TurbineChatState`,
`FriendsState`, `SquelchState`, `ChatWindowState`, plus the
`IRuntimeCommunicationEventSource` chat stream (`:327-506`). Its J4.1
closeout describes its scope as exactly "chat transcript, reply/retell
command targets, negotiated Turbine rooms and context cookies, friends,
and squelch database"
(`docs/research/2026-07-26-slice-j4-1-communication-state.md:9-11`).
Three reasons FA state does **not** belong there:
- **Lifetime mismatch.** Friends/squelch are cleared at their own reset
stages (`RuntimeGenerationReset.cs:277-282`) and are pure client-side
lists. Fellowship membership is a server-authoritative *roster with live
per-member vitals*, and allegiance is a *tree*. Folding them in makes
`RuntimeCommunicationOwnershipSnapshot`
(`RuntimeCommunicationState.cs:20-48`) a 20-field grab bag whose
`IsConverged` no longer reads as one lifetime.
- **The J4 precedent is one owner per coupled graph, not per theme.** J4
split inventory (J4.2), character (J4.3), and communication (J4.1) apart
even though all three are "player state"; J4.3's stated rationale is that
spellbook + local player "form one lifetime group because vital maxima
read active enchantments from this exact spellbook"
(`RuntimeCharacterState.cs:53-57`). Fellowship and allegiance have no
such read-coupling to chat.
- **The two FA subsystems are themselves only loosely coupled.**
Fellowship is a flat ≤9-member roster with a disband/quit/recruit
lifecycle; allegiance is a persistent tree with monarch/patron/vassal
edges and an XP-passup model that survives logout.
### 1.3 Recommended ownership shape
**Two sibling owners under `GameRuntime`, not one, and not a child of
Communication:**
```
GameRuntime
├── FellowshipOwner : RuntimeFellowshipState (new)
│ └── borrows RuntimeEntityObjectLifetime (member guid → ClientObject)
└── AllegianceOwner : RuntimeAllegianceState (new)
└── owns the ported AcDream.Core.Allegiance.AllegianceTree
```
Rationale and precedent:
- **Separate owners** because the reset semantics differ: fellowship is
session-scoped (a disconnect drops you from the fellowship server-side —
clear it at reset, same class as `_inventory.ResetExternalContainer`,
`RuntimeGenerationReset.cs:248-261`), whereas allegiance survives
reconnect and is re-seeded from `PlayerDescription`/`AllegianceUpdate`
(same class as `RuntimeCharacterOptionsState`'s `HasServerSeed` latch,
`project_settings_options_digest.md` DO-NOT-RETRY row "Applying a
pre-seed Reset/local snapshot over server truth").
- **Borrow, never copy, the entity table.** Fellowship member rows must
read live names/vitals from `RuntimeEntityObjectLifetime`'s canonical
`ClientObjectTable` the way `RuntimeInventoryState` does
(`GameRuntime.cs:192-193`) — a second copy of member names is exactly the
"two writable copies" divergence OP9 deleted
(`project_settings_options_digest.md`, AP-196 row).
- **Typed borrowed views, not events, for the panels.**
`IRuntimeSocialView` (`GameRuntimeGameplayViews.cs:105-110`) is the exact
template: a `Snapshot` record struct plus `TryGet*` accessors, no
collection allocation. Add `IRuntimeFellowshipView` /
`IRuntimeAllegianceView` to `GameRuntimeGameplayViews.cs` and hang them
off `IGameRuntimeView` (`GameRuntimeViews.cs:243-272`) so headless bots
can assert roster state without touching presentation.
- **Generation-gated commands.** Add
`IRuntimeFellowshipCommands` / `IRuntimeAllegianceCommands` to
`GameRuntimeCommands.cs` alongside `IRuntimeSocialCommands` (`:291-300`),
register them on `IGameRuntimeCommands` (`:302-325`), and add two
`RuntimeCommandDomain` ordinals (`GameRuntimeEvents.cs:11-24` — currently
`Magic = 10`, so `Fellowship = 11`, `Allegiance = 12`). Both host
adapters must implement: `DirectGameRuntimeCommandAdapter`
(`src/AcDream.Runtime/Session/DirectGameRuntimeCommandAdapter.cs:20-31`
interface list, `:718-750` friend-command template) and
`CurrentGameRuntimeCommandAdapter`
(`src/AcDream.App/Runtime/CurrentGameRuntimeCommandAdapter.cs:690,703`
it publishes onto the App command bus instead of touching the session).
- **Ordered deltas only if a bot needs them.** The J-pattern's event hub
(`GameRuntimeEventHub`, constructed at `GameRuntime.cs:304-307` from
entity/communication/action owners) feeds `IRuntimeEventObserver`
(`GameRuntimeEvents.cs:98-115`). A `OnFellowship(in
RuntimeFellowshipDelta)` member is a **breaking change to every
implementer** (5 bot policies in
`src/AcDream.Headless/Policies/HeadlessBotPolicy.cs`, the trace recorder
at `GameRuntimeEvents.cs:148-311`, App observers). Prefer **not** adding
an observer member unless the bot gate (§6) genuinely needs push
semantics; a `Snapshot.Revision` poll off the borrowed view is the
cheaper contract and matches `IRuntimeSocialView`.
### 1.4 The one thing that *should* live in Communication
Fellowship/allegiance **system message text** (recruits, quits, logon
notices) is interface text, not fellowship state — it goes through
`RuntimeCommunicationState.AddText`
(`RuntimeCommunicationState.cs:210-239`). See §7.
---
## 2. Inbound wire routing — the pattern a new event family must follow
### 2.1 There is exactly ONE registration site, and it is in Runtime
`GameEventWiring.WireAll`
(`src/AcDream.Core.Net/GameEventWiring.cs:36-99`) is called from exactly
one place in `src/`: `LiveSessionEventRouter.Attach`
(`src/AcDream.Runtime/Session/LiveSessionEventRouter.cs:179-231`). A
whole-`src` grep for `WireAll` returns those two hits only. **This is the
K-slice unification: both hosts share the router.** So a new event family
is wired once and both hosts get it — but only if the *sink* is reachable
from both, which is why the sink must be a Runtime owner (§1) and not an
App object.
### 2.2 The mechanical shape
`GameEventWiring` is a static method taking one positional core
(`dispatcher, items, combat, spellbook, chat`) plus ~20 optional
delegate/state "holes" (`GameEventWiring.cs:41-99`). Core.Net **cannot
reference `AcDream.Runtime`** — the CH2 comment at
`GameEventWiring.cs:90-98` states this explicitly ("Core.Net cannot
reference AcDream.Runtime directly, so this is a delegate hole exactly
like every other Runtime-owned sink above"). Two legal shapes:
- **State object** (like `friends`, `squelch`, `itemMana`, `vendor`,
`externalContainers`): the type lives in `AcDream.Core.*`, Runtime owns
the instance, Core.Net writes into it. `FriendsState`/`SquelchState` live
in `AcDream.Core.Social`; `AllegianceTree` already lives in
`AcDream.Core.Allegiance` — **so the allegiance tree can be passed
directly as a state parameter**, exactly like `friends`.
- **Delegate hole** (like `onCharacterOptions`, `onInterfaceText`,
`onUseDone`): a `Action<...>` the router closes over.
Registration itself: `registrar.Register(GameEventType.X, e => {...})`
against the owned registrar (`GameEventWiring.cs:923-943`), which wraps
every handler in the `accepting` gate so a retiring generation cannot
receive. Do not register outside `WireAll` — the `RegistrationBuildScope`
(`:945-961`) guarantees all-or-nothing ownership.
### 2.3 The 11 events FA must register
From `GameEventType.cs`:
| Id | Name | Line |
|---|---|---|
| `0x0003` | `AllegianceUpdateAborted` | `:16` |
| `0x0020` | `AllegianceUpdate` | `:19` |
| `0x00A3` | `FellowshipQuit` | `:29` |
| `0x00A4` | `FellowshipDismiss` | `:30` |
| `0x01C8` | `AllegianceUpdateDone` | `:55` |
| `0x01C9` | `FellowshipFellowUpdateDone` | `:56` |
| `0x01CA` | `FellowshipFellowStatsDone` | `:57` |
| `0x027A` | `AllegianceLoginNotification` | `:84` |
| `0x027C` | `AllegianceInfoResponse` | `:85`**already registered** (`GameEventWiring.cs:192-198`, TS-70 fix) |
| `0x02BE` | `FellowshipFullUpdate` | `:100` |
| `0x02BF` | `FellowshipDisband` | `:101` |
| `0x02C0` | `FellowshipUpdateFellow` | `:102` |
Note `0x027C` is already consumed for `@allegiance info` chat output
(`GameEventWiring.cs:192-198``ClientCommandResponses.ParseAllegianceInfoResponse`).
FA must **not** register a second handler for it; either extend the
existing lambda or add a second `registrar.Register` for the same type
(the dispatcher supports multiple owned handlers per type — see
`OwnedGameEventRegistrar.Register`, `:929-940`) and accept that both fire.
Decide this in the plan, explicitly.
### 2.4 Bindings-record plumbing (both hosts)
`LiveSessionEventRouter`'s five binding records are the host-facing
contract (`LiveSessionEventRouter.cs:15-82`). FA adds either a field to
`LiveSocialSessionBindings` (`:72-82`) or a **new**
`LiveFellowshipSessionBindings`/`LiveAllegianceSessionBindings` record.
Prefer extending `LiveSocialSessionBindings` with **trailing optional
parameters** — the established compatibility convention, stated at
`:42-44` ("Trailing/optional so every existing positional caller
(Headless) compiles unchanged").
Both construction sites must be updated (**blast-radius rule: the no-window
host is a first-class consumer**):
- Graphical: `src/AcDream.App/Net/LiveSessionRuntimeFactory.cs:248-261`
(`new LiveSocialSessionBindings(_domain.Communication.Chat, ...)`).
- Headless: `src/AcDream.Headless/Hosting/HeadlessSessionHost.cs:780-785`
(`new LiveSocialSessionBindings(Runtime.CommunicationOwner.Chat, ...)`).
Each host then wraps the router: `GraphicalSessionEventRoute`
(`src/AcDream.App/Net/GraphicalSessionEventRoute.cs`) and
`HeadlessSessionEventRoute`
(`src/AcDream.Headless/Hosting/HeadlessSessionEventRoute.cs:14-53`). Both
delegate `Attach`/`Dispose` to the shared router, so **no FA change is
needed in the wrappers** provided the sink is Runtime-owned.
### 2.5 Parsers
New parsers go in `src/AcDream.Core.Net/Messages/GameEvents.cs` (609
lines, static `Parse*` returning nullable structs — the file currently has
zero fellowship parsers; the only `Allegiance` token is
`AllegianceMonarchId` at `:589`, a `PlayerDescription` field). Follow the
`ParseChannelBroadcast` / `ParseTell` shape: `ReadOnlySpan<byte>` in,
`Nullable<struct>` out, `null` on malformed.
---
## 3. Outbound actions — the C→S builder pattern
### 3.1 `SocialActions` IS the right file for fellowship
`src/AcDream.Core.Net/Messages/SocialActions.cs` already declares the five
fellowship opcodes as constants (`:36-41`) and ships all five builders
(`:123-168`). It also — awkwardly — hosts `CharacterOptionId`
(`:362-417`) and the `0x0005`/`0x01A1` option builders. Keep fellowship
here; do **not** create a `FellowshipActions.cs` that splits the family.
Allegiance already has its own file
(`src/AcDream.Core.Net/Messages/AllegianceRequests.cs:27-56`, Swear
`0x001D` / Break `0x001E`). Extend that file for the remaining allegiance
GameActions (#360's boot/ban/officer/title/motd/name/lock/house set) rather
than moving them into `SocialActions`.
### 3.2 The missing link: `WorldSession.Send*` wrappers
Every outbound family reaches the wire through a
`WorldSession.Send<Verb>()` method that allocates the sequence and calls
`SendGameAction` — e.g.
`WorldSession.SendSetSingleCharacterOption`
(`src/AcDream.Core.Net/WorldSession.cs:2202-2206`) and
`SendAllegianceInfoRequest` (`:2312-2316`). **No such wrapper exists for
any fellowship or swear/break builder.** FA must add:
```
SendFellowshipCreate / Quit / Dismiss / Recruit / Update
SendAllegianceSwear / SendAllegianceBreak
```
then reach them from `DirectGameRuntimeCommandAdapter` (Runtime, direct)
and via a `*RuntimeCmd` record + `LiveSessionCommandRouter` registration
for the App bus path
(`src/AcDream.App/Net/LiveSessionCommandRouter.cs:74-81` declares the
records, `:173-186` registers the handlers).
### 3.3 Golden-vector test conventions
`tests/AcDream.Core.Net.Tests/Messages/` is the home
(`SocialActionsTests.cs`, `AllegianceRequestsTests.cs` already exist).
Two tiers, both used:
- **Field-probe tests** — read individual offsets back
(`SocialActionsTests.cs:53-104` covers all five fellowship builders;
`AllegianceRequestsTests.cs:10-34` covers swear/break). Cheap, and what
the existing FA builders have.
- **Hand-computed golden byte vector** — the OP1 convention, and the
stronger one. `SocialActionsTests.cs:136-142` states the rule verbatim:
*"The golden vector below is HAND-COMPUTED, field by field, from that
layout — not generated by calling the builder under test. The CH3 builder
(deleted 2026-08-09) died of ten green tests pinning a wrong shape."*
Example at `:144-175`. **Any FA builder whose layout lane A/B/C had to
derive (rather than copy from an existing green test) must get a
hand-computed golden vector.** `AceWireWriter.cs` in the same directory
is the test-only ACE-mirror writer for inbound goldens.
`git`-visible caution: `BuildFellowshipCreate`'s padding math
(`SocialActions.cs:128-137`) computes `pad` but never uses it in the
`body` length beyond `new byte[12 + name.Length + boolBlock + pad]` — the
existing test (`SocialActionsTests.cs:53-68`) asserts bool offsets 20/21
for a 4-char name, i.e. it pins the current shape but **not against a
retail/ACE reference**. Lane A/B should confirm the trailing-pad rule
before FA relies on it.
---
## 4. The AD-78-dimmed rows that gain consumers
### 4.1 Exact inventory — the six Grouping-group rows
All six live in `CharacterOptionsPageController.Groups[2]`
(`src/AcDream.App/UI/Layout/CharacterOptionsPageController.cs:193-201`),
header `ID_CharacterOption_Grouping_Section`, and all six are `StoreOnly`:
| `CharacterOptionId` | Value | Word/mask | AutoSave | ClientDefault | Controller line | Table line |
|---|---|---|---|---|---|---|
| `IgnoreAllegianceRequests` | `0x01` | Options1 `0x00000004` | yes | false | `:195` | `CharacterOptionTable.cs:112` |
| `IgnoreFellowshipRequests` | `0x02` | Options1 `0x00000008` | yes | **true** | `:196` | `:113` |
| `DisplayAllegianceLogonNotifications` | `0x18` | Options1 `0x08000000` | no | false | `:197` | `:135` |
| `FellowshipShareXP` | `0x0F` | Options1 `0x00040000` | yes | **true** | `:198` | `:126` |
| `FellowshipShareLoot` | `0x11` | Options1 `0x00100000` | yes | false | `:199` | `:128` |
| `FellowshipAutoAcceptRequests` | `0x12` | Options1 `0x20000000` | yes | false | `:200` | `:129` |
A seventh row is FA-adjacent but Chat-group:
`ListenToAllegianceChat` (`0x1B`, Options1 `0x40000000`) at
`CharacterOptionsPageController.cs:229`**already `Live`**, consumed by
`TurbineChatMembershipGate.cs:107-110`. Do not touch it.
### 4.2 The tests that pin the dimmed list — un-dim goes through these
`tests/AcDream.App.Tests/UI/Layout/CharacterOptionsPageControllerTests.cs`:
- `ExpectedStoreOnlyIds` literal set — the 35-id hand-transcribed
authority (`:710-753`). The six FA ids are at `:728-733` under the
comment `// Group 3 (Grouping) — all 6`.
- **`StoreOnlyRows_MatchTheDerivationTableExactly`** (`:755-766`) —
asserts set equality with `Groups`, plus `Assert.Equal(35, ...)` and
`Assert.Equal(15, 50 - ...)`. **Un-dimming N rows requires editing three
numbers here**: remove from the literal set, and change `35``35-N` and
`15``15+N`.
- **`Bind_AppliesDimmedCaptionColor_ForStoreOnlyRows_AndWhiteForLiveRows`**
(`:768-819`) — builds the real fixture tree and compares each checkbox's
`LabelColor` against `UiRenderContext.StoreOnlyCaptionColor` vs
`Vector4.One`, row-index-aligned. Derived from `Groups`, so it follows
automatically once `Groups` flips.
The class doc states the contract explicitly at `:700-709`: *"Wiring a
future consumer for any of these means removing it from this literal set
AND flipping its `Groups` table entry from `StoreOnly` to `Live`
consciously — leaving either one stale fails this test."*
The dim mechanism itself is `CharacterOptionsPageController.cs:418-423`
(`checkbox.LabelColor = spec.StoreOnly ? UiRenderContext.StoreOnlyCaptionColor
: Vector4.One`). Rows stay fully interactive either way — only the caption
dims.
### 4.3 Which rows *should* un-dim, and which should not
The plan must decide per-row, but the code evidence says:
- `IgnoreFellowshipRequests` / `FellowshipAutoAcceptRequests` — **already
have a genuine coded client-side consumer**: retail's `OnChanged` mutual
exclusion (MF-2), ported at
`src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs:818-834` with the
full rationale in the `<remarks>` at `:790-805`. The OP4 author flagged
this as a known ambiguity and deliberately left them dimmed
(`CharacterOptionsPageController.cs:147-154`: *"have a genuine coded
mutual-exclusion side effect … kept dimmed per the doc's explicit Group A
listing … a future un-dim is a one-line judgment call, not a
re-investigation."*). **FA gives them a real second consumer** (the
incoming-fellowship-request path), so these two are the clearest un-dim
candidates.
- `DisplayAllegianceLogonNotifications` — un-dims only if FA implements the
`AllegianceLoginNotification 0x027A` handler AND gates its chat output on
the bit. That gate is the consumer.
- `FellowshipShareXP` / `FellowshipShareLoot` — these are **server-side**
policy (ACE decides the split). They un-dim only if FA reads them to
drive the create-fellowship dialog's initial checkbox state
(~~`BuildFellowshipCreate(seq, name, openness, shareXp)`,
`SocialActions.cs:123-138`~~ **[FA1 fix-round addendum, 2026-08-12: FA1
repaired this builder — there is no "openness" field on
`FellowshipCreateOpcode`'s wire (the prior 4-arg builder invented one and
silently sent it as the low byte of shareXP, which ACE would read as an
INVERTED shareXP value). The current signature is
`BuildFellowshipCreate(seq, fellowshipName, shareXp)`,
`SocialActions.cs:144-155`.]**, takes `shareXp` as a parameter — that IS a
client-side read). `FellowshipShareXP` is additionally tagged Group D
(deferred) in the derivation table (`:137`).
- `IgnoreAllegianceRequests` — un-dims if FA gates the incoming-swear
confirmation on it.
**MF-2 is binding on any un-dim.** `HeadlessConfigurationLoader.cs:252-274`
already rejects a bot config declaring both `IgnoreFellowshipRequests` and
`FellowshipAutoAcceptRequests` true, because retail's recursive clear makes
that unsatisfiable. Any FA UI that surfaces both toggles inherits the same
constraint — the panel must reflect the auto-clear, since `TrySetOption`
performs it locally before the send (`RuntimeCharacterState.cs:812-841`).
---
## 5. Panel mounting, dialogs, strings
### 5.1 Cataloging a new `gmPanelUI` panel
`src/AcDream.App/UI/RetailPanelCatalog.cs` holds the DAT property
`0x10000029` panel-id constants (`:10-18`) plus two tables: `Mounted`
(`:31-43`) and `Toolbar` (`:45-51`). FA adds `Allegiance` and `Fellowship`
constants **byte-verified from the authored toolbar/panel property**, the
way OP3 verified `Options = 10u` (`:20-29` documents that exact method:
read property `0x10000029` off the toolbar button in the committed fixture
AND cross-check the decompiled slot-key table). Do not guess the ids.
Window names go in `src/AcDream.App/UI/WindowNames.cs:5-32` (one `const
string` each) — the file's own doc says it exists "so the mount, the window
registry, and the toggle keybind all agree on one literal."
### 5.2 Mount method template
`RetailUiRuntime.MountCharacter`
(`src/AcDream.App/UI/RetailUiRuntime.cs:2663-2706`) is the cleanest
template — 44 lines, five steps:
1. `Import(0x2100002Eu)``ImportedLayout?`, log-and-return on null
(`:2665-2670`);
2. build/subscribe the data provider (`:2671-2674`);
3. `<X>Controller.Bind(layout, ...)` (`:2675-2682`);
4. `RetailWindowFrame.Mount(Host.Root, layout.Root, resolveSprite, new
RetailWindowFrame.Options { WindowName = ..., Chrome = NineSlice, ...,
Visible = false, ... })` → `RetailWindowHandle` (`:2683-2700`);
5. `_panelUi.RegisterMainPanel(RetailPanelCatalog.X, WindowNames.X,
handle)` (`:2701-2704`).
Then add the `Mount<X>()` call to `Initialize()`
(`RetailUiRuntime.cs:385-413` — the ordered list; note `MountDialogFactory`
at `:404` runs **before** `MountCharacter` at `:405`, and
`MountCharacter`'s own `HandleCharacterRaise` throws if that ordering is
violated, `:2720-2723`). Any FA panel that raises a confirmation must be
mounted after `MountDialogFactory`.
`RegisterMainPanel` (`src/AcDream.App/UI/Layout/RetailPanelUiController.cs:47-65`)
enforces name==handle.Name and shares one parent geometry across all
registered main panels — that is retail's `gmPanelUI` single-active-child
behavior, so FA panels get "opening Fellowship closes Allegiance" for free.
`RetailWindowManager.Register`
(`src/AcDream.App/UI/RetailWindowManager.cs:57-105`) is called by
`RetailWindowFrame.Mount` — FA does not call it directly. It requires the
outer frame be a **direct `UiRoot` child** (`:70-72`) and fires
`WindowRegistered` (`:44`) so the opacity controller picks the window up
automatically.
Bindings: add a `FellowshipRuntimeBindings` / `AllegianceRuntimeBindings`
group to the `RetailUiRuntimeBindings` record
(`RetailUiRuntime.cs:300-325`) — one record per subsystem is the
established grouping.
Keybinds: wire `InputAction.ToggleAllegiancePanel` /
`.ToggleFellowshipPanel` into `RetailUiRuntime.HandleInputAction`
(`:548-560` — the `ToggleSpellbookPanel` case at `:552-556` is the
one-liner template). The enum members, retail ActionMap ids, and F3/F4
defaults already exist (§0) — **only the handler is missing.**
Persistence: if the panel should keep its own visibility across sessions,
it must NOT be listed in `stateManagedVisibilityWindows`
(`RetailUiRuntime.cs:422-428`).
### 5.3 The confirmation seam — recruit / swear
`RetailDialogFactory`
(`src/AcDream.App/UI/Layout/RetailDialogFactory.cs:8-38`) is the port of
retail's `DialogFactory @0x004773C0`. Two entry points:
- `MakeConfirmation(message, callback, queueKey, priority)`
(`:125-136`) — the simple seam.
- `MakeDialog(RetailDialogData, callback)` (`:74-123`) — full control over
queue key, priority preemption, and `RetailDialogProperty` flags.
**Server-driven** confirmations (which is what an incoming
recruit/swear request is) already have a semantic owner:
`GameplayConfirmationController`
(`src/AcDream.App/UI/GameplayConfirmationController.cs:12-102`). Its
`HandleRequest` comment names FA explicitly at `:36-40`:
> *"Types 1 and 4 have allegiance/fellowship semantic owners but use the
> same response tuple, so this controller retains that tuple until those
> panels exist."*
So the FA plan should decide whether types 1/4 stay on the generic
controller (retaining the `(serverType, serverContext)` tuple, response
sent at `:87-101`) or gain their own owners. Note the single-slot guard at
`:44-47`: a second gameplay confirmation is **refused** while one is open —
mirror retail. Also mirror the DO-NOT-RETRY row from
`project_chat_digest.md`: `OpenNextDialog` must return early when the queue
key is already occupied (`RetailDialogFactory.cs:323-334`), because a
two-stage confirmation (the FA recruit-then-confirm flow is a candidate)
can synchronously reopen under the same key.
### 5.4 String resolution
`DatStringResolver`
(`src/AcDream.App/UI/Layout/DatStringResolver.cs:16-83`). Two rules:
- `ComputeHash(string)` (`:68-82`) is the exact retail ELF-style hash from
`compute_str_hash @0x00413110`. Labels are resolved as
`resolveString(tableId, ComputeHash("ID_..."))` — never hard-coded
English. Template: `CharacterOptionsPageController.cs:409-416`, which on
a failed lookup logs and leaves the caption **null**, explicitly "rather
than invented English."
- Table ids are family-specific. `0x23000003` is the options family
(`CharacterOptionsPageController.cs:84`); `0x2300000D` is the chat
text-filter family; `0x23000004` is keyboard refusal
(`project_settings_options_digest.md` DO-NOT-RETRY row). **FA must
dat-verify which table holds `ID_Fellowship_*` / `ID_Allegiance_*` before
assuming `0x23000003`.**
- Resolution is **per-`Build`, not per-import**: the resolver is passed
into `LayoutImporter.Build` as its fifth argument
(`RetailUiRuntime.cs:2041-2046`) AND separately into each page/row
controller (`:2100`). Omitting it from either produces silent blanks —
that was half of #375.
### 5.5 DO-NOT-RETRY rows transcribed from `project_settings_options_digest.md`
These are the mount-a-new-panel traps Campaign OP paid for. All apply
verbatim to an FA panel:
| Trap | Truth |
|---|---|
| Lazily creating a fill-anchored child at 0×0 | **#372.** `ComputeAnchoredRect` captures the degenerate baseline **permanently** → whole-page blank. Seed the viewport size to the parent extent at creation (`UiTemplateListBox`). *Fixture conformance tests stayed GREEN through this* — only mount+activate+switch+assert-drawn tests catch the class. |
| Assuming an imported tab host is active | **#375 residual.** A tab control must be explicitly activated (`controller.ActivateTabs()`), and the FA panel's own tab control if it has one. Commit `a8ce010d`. |
| Parked template prototypes / missing string resolver | **#375.** A template list whose prototypes were never parented, plus a `Build` call missing its string resolver, both render as blank rows. Commit `8bd7e3b8`. |
| Flat `layout.FindElement` for shared element ids | Apply/Reset/Defaults share element ids **across pages**. Always per-page scoped `FindDescendant`, never a flat layout lookup. (`CharacterOptionsPageControllerTests.cs:389-394` documents the collision.) |
| Open popups losing pointer routing | **#374.** An open dropdown/popup gets **first claim** on pointer routing in `UiRoot`. Commit `355c86a6`. |
| Rows straddling the viewport edge vanishing | **#371.** A viewport must `ClipsChildren` + intersection-cull, not whole-row-cull. Commit `a59e077a`. |
| Trusting a BN literal-0 operand for a string id / global | Bit Campaign OP **four times**. Byte-verify from the PDB-paired `acclient.exe` (`check_exe_pdb.py` MATCH) before believing a 0. |
| Re-adding a client copy of a server bit | AP-196 is closed. Server bits live ONLY in `RuntimeCharacterOptionsState`; client-only prefs in the Config-tab store. |
---
## 6. Headless bot seam for counterpart characters
### 6.1 What K2 gives you today
`IHeadlessBotPolicy`
(`src/AcDream.Headless/Policies/HeadlessBotPolicy.cs:7-12`):
```csharp
internal interface IHeadlessBotPolicy : IRuntimeEventObserver, IDisposable
{
bool IsComplete { get; }
void Tick(IGameRuntimeView view, IGameRuntimeCommands commands);
}
```
Policies are string-selected by config id in
`HeadlessBotPolicyFactory.Create` (`:16-27`); five exist today: `idle`,
`lifecycle-smoke`, `observer-movement`, `portal-route-smoke`,
`jump-probe`. `LifecycleSmokeHeadlessBotPolicy.Tick` (`:92-142`) is the
canonical stage-machine template — every command call is
generation-gated (`commands.Chat.Execute(view.Generation, ...)`, `:103`)
and its result checked via `Require(...)`.
Config shape: `HeadlessSessionDescriptor`
(`src/AcDream.Headless/Configuration/HeadlessConfiguration.cs:38-75`) —
`id`, `endpoint`, `account`, `character`, `policy`, `credential`, optional
`characterOptions`. Note the MF-1 comment at `:32-37`: it is a **record**
so `with` expressions in the direct-CLI path cannot silently drop a
property. Multiple sessions in one process is already the shape
(`Sessions` list, `:13`) and K3/K4 gated 1/5/10/30-session isolation.
Declared-option validation: `AllowedCharacterOptions`
(`HeadlessConfigurationLoader.cs:27-57`) — **all six FA option ids are
already tier-1 allow-listed** (`:30,31,34,36,37,38`), plus
`ListenToAllegianceChat` (`:46`). The MF-2 contradiction check is at
`:252-274`.
Option seeding engine: `HeadlessCharacterOptionsSeeder`
(`src/AcDream.Headless/Hosting/HeadlessCharacterOptionsSeeder.cs:58-136`)
— diff-and-send through the SAME `IRuntimeCharacterCommands` seam, gated
on a two-precondition latch (`LoginComplete` sent AND `HasServerSeed`).
Existing bot-vs-ACE gate recipe: `docs/research/2026-08-11-campaign-op-test-script.md:766-895`
(§OP7). Its structure — declare a config, run `acdream-headless run
--config X.json`, inspect ACE-side persisted state, then re-run for
idempotence — is exactly reusable for FA.
### 6.2 What a bot-recruits-bot fellowship gate needs added
**Config / infrastructure:**
1. **A second ACE account.** The OP7 recipe uses one session
(`testaccount` / `+Acdream`). A fellowship gate needs two logged-in
characters simultaneously. K3 already gated multi-session isolation, and
`HeadlessConfiguration.Sessions` is a list — but the **credential**
model is per-session (`HeadlessCredentialReference`, `:107-114`), so two
distinct env-var references (e.g. `FA_BOT_A_PASSWORD`,
`FA_BOT_B_PASSWORD`) suffice **if** ACE has a second account with a
second character. *This is the one genuinely external prerequisite —
flag it for the user.* CLAUDE.md documents only `testaccount` /
`+Acdream`.
2. **The two bots must be co-located.** Recruit requires the target be
within range and selectable. Either both characters start at the same
spawn, or the policy drives one to the other (the
`ObserverMovementHeadlessBotPolicy` / `PortalRouteSmokeHeadlessBotPolicy`
movement machinery already exists, `HeadlessBotPolicy.cs:204-306`,
`:353-593`).
3. **A new policy id**, e.g. `fellowship-smoke`, registered in
`HeadlessBotPolicyFactory.Create` (`:16-27`), with a role discriminator
(leader vs recruit). The policy interface has no per-session parameter
today beyond the id string — either encode the role in the id
(`fellowship-smoke-leader` / `fellowship-smoke-member`) or extend
`HeadlessBotPolicyDescriptor` (`HeadlessConfiguration.cs:93-97`, which
currently carries only `Id`).
**Runtime commands the policy needs (new, §1.3/§3.2):**
| Command | Underlying builder |
|---|---|
| `commands.Fellowship.Create(gen, name, open, shareXp)` | `SocialActions.BuildFellowshipCreate` **[FA1 fix-round addendum, 2026-08-12: the builder is now 3-arg — `BuildFellowshipCreate(seq, fellowshipName, shareXp)` (`SocialActions.cs:144-155`). There is no wire "openness" field; drop `open` from this command's own signature too.]** |
| `commands.Fellowship.Recruit(gen, targetGuid)` | `BuildFellowshipRecruit` |
| `commands.Fellowship.Quit(gen, disband)` | `BuildFellowshipQuit` |
| `commands.Fellowship.Dismiss(gen, targetGuid)` | `BuildFellowshipDismiss` |
| `commands.Fellowship.SetOpen(gen, open)` | ~~`BuildFellowshipUpdate`~~ **[FA1 fix-round addendum, 2026-08-12: `BuildFellowshipUpdate` no longer exists. Its renamed successor `BuildFellowshipUpdateRequest` (`0x00A6`) is PANEL VISIBILITY, not openness — wiring `SetOpen` to it would re-introduce the exact semantic bug FA1 fixed. The real openness action is `BuildFellowshipChangeOpenness` (`0x0291`, `SocialActions.cs:222-230`).]** |
| `commands.Allegiance.Swear(gen, patronGuid)` | `AllegianceRequests.BuildSwear` |
| `commands.Allegiance.Break(gen, targetGuid)` | `BuildBreak` |
Plus target acquisition: the recruit target is another player's server
guid. `RuntimeHostileTargetQuery.FindClosest`
(`src/AcDream.Runtime/Gameplay/RuntimeHostileTargetQuery.cs`, used at
`HeadlessGameplayOperations.cs:143`) finds hostiles only — FA needs a
**friendly/player** nearest-object query, or the policy reads
`view.InventoryState`/entity deltas for a known character name. The bot
already receives `OnEntity` deltas
(`GameRuntimeEvents.cs:104`), so name-matching off `RuntimeEntitySnapshot`
is the low-friction route.
**Views the policy needs to assert on:**
- `view.Fellowship.Snapshot` — at minimum `{ Revision, IsInFellowship,
Name, MemberCount, LeaderGuid, IsOpen }`, plus
`TryGetMember(guid, out RuntimeFellowMemberSnapshot)`. Modeled on
`IRuntimeSocialView` (`GameRuntimeGameplayViews.cs:105-110`).
- `view.Allegiance.Snapshot` — `{ Revision, MonarchGuid, PatronGuid,
VassalCount, Rank }`, plus `TryGetNode`.
**Gate assertions (what "passed" means):**
1. Bot A creates a fellowship → A's `Fellowship.Snapshot.IsInFellowship`
true, `MemberCount == 1`.
2. A recruits B → B's own snapshot flips (proving the `0x02BE`
`FellowshipFullUpdate` inbound path reached B's Runtime owner, not just
A's local echo). **This is the assertion that only a two-bot gate can
make.**
3. `FellowshipAutoAcceptRequests` declared true on B via
`characterOptions` → recruit succeeds without a confirmation; declared
false → ACE sends `CharacterConfirmationRequest` type 4 and the bot must
answer it (needs a bot-visible confirmation command, or the policy
declares auto-accept to avoid it in v1 — **recommend v1 declares
auto-accept**).
4. `IgnoreFellowshipRequests` true on B → recruit refused; asserts the
server honors the bit.
5. B quits → A's `MemberCount` drops (proving `0x00A3`/`0x02C0` inbound).
6. A disbands → both snapshots clear (proving `0x02BF`).
7. Graceful SIGINT → both Runtime roots converge, FA owners' ownership
snapshots `IsConverged` (the K4 terminal-ownership check,
`src/AcDream.Headless/Hosting/HeadlessStaticStateAudit.cs`).
Allegiance's swear/break is harder to gate: ACE enforces rank/vassal-cap
rules and swearing is semi-permanent on a shared test character. Recommend
the FA plan gate **fellowship with two bots** and gate **allegiance
manually via the graphical client** against a throwaway pair, rather than
burning `+Acdream`'s allegiance state.
---
## 7. Chat / interface-text seam
### 7.1 The chokepoint
`RuntimeCommunicationState.AddText(string text, RetailLogTextType type,
uint windowId = 0)`
(`src/AcDream.Runtime/Gameplay/RuntimeCommunicationState.cs:210-239`) is
the one seam, the port of `ClientSystem::AddTextToScroll @0x00563C50`.
Behavior: `Trim()` both ends (`:227`, and the comment at `:214-226`
explains why there is deliberately **no** empty-string guard);
`ClientLocal 0x1A` → SpewBox only (`:229-233`); everything else →
`Chat.OnSystemMessage(text, (uint)type)` (`:238`).
Reached from Core.Net through the `onInterfaceText` delegate hole
(`GameEventWiring.cs:90-98`), supplied by
`LiveSocialSessionBindings.AddText`
(`LiveSessionEventRouter.cs:77-82`) — bound in **both** hosts
(`LiveSessionRuntimeFactory.cs:261`, `HeadlessSessionHost.cs:785`).
### 7.2 Which `RetailLogTextType` FA messages use
`src/AcDream.Core/Chat/RetailLogTextType.cs`:
- `Allegiance = 0x12` (`:44`)
- `Fellowship = 0x13` (`:45`)
Both already have retail-exact RGBA in `RetailChatColorTable`
(`AcDream.UI.Abstractions`), conformance-pinned to
`ChatInterface::BuildChatColorLookupTable @0x4f31c0`
(`project_chat_digest.md`, "Current truth"). **No color work needed —
just pass the right type.**
Rules carried from the chat digest:
- **Do not add chat-color configurability.** Retail hard-codes every
`LogTextType`; only per-window type *filters* are user-settable.
- **`ClientLocal 0x1A` is SpewBox-only** and must never reach the
scrolling chat window. Local FA refusals ("You are ignoring fellowship
requests.") are the `0x1A` class; server-sent roster notices are
`0x13`/`0x12`.
- **Refusal text comes from `WeenieErrorMessages`** (344 rows, binary-swept
— `src/AcDream.Core/Chat/WeenieErrorMessages.cs`), not from invented
English. FA refusals arriving as `WeenieError`/`WeenieErrorWithString`
already route correctly through the existing `GameEventWiring`
registration; FA only needs to confirm the specific ids
(`YouAreNotInAFellowship`, `FellowshipIsFull`, etc.) exist in the table.
- Register row **AP-183 / #363** notes ~10 sites typed `0x00` where retail
types `0x1A` — do not add more.
### 7.3 Allegiance logon notifications
`AllegianceLoginNotification 0x027A` is the one FA message whose *display*
is gated by a character option:
`DisplayAllegianceLogonNotifications` (`0x18`, Options1 `0x08000000`,
non-auto-save — `CharacterOptionTable.cs:135`). The gate must read the
Runtime option bit, exactly like `TurbineChatMembershipGate.cs:105-136`
does for the six `ListenTo*Chat` bits. **That gate is the consumer that
un-dims the row** (§4.3).
Note the chat-digest distinction: `Hear*Chat` bits are channel
*membership* (retail refuses to even send). `DisplayAllegianceLogonNotifications`
is different — it is a genuine *receive-side display* filter, so the
inbound handler must swallow the notice locally when the bit is off. Lane
A/B should confirm this against retail rather than inferring it from ACE.
---
## 8. Seam map (summary table)
| Subsystem | Where new code goes | Pattern to follow | Precedent citation |
|---|---|---|---|
| Fellowship state owner | `src/AcDream.Runtime/Gameplay/RuntimeFellowshipState.cs` (new) | J4 owner: `IDisposable` + `ResetSession()` + `CaptureOwnership()`; borrow entity table | `RuntimeInventoryState` ctor `GameRuntime.cs:192-193`; snapshot shape `RuntimeCharacterState.cs:9-51` |
| Allegiance state owner | `src/AcDream.Runtime/Gameplay/RuntimeAllegianceState.cs` (new), ~~wrapping existing `AcDream.Core.Allegiance.AllegianceTree`~~ **[FA1 fix-round addendum, 2026-08-12: `AllegianceTree` was DELETED by Campaign FA slice FA1 (`4281750b`) — there is nothing left to wrap. Wrap `ClientCommandResponses.AllegianceProfileLookups` (the flat `AllegianceMemberRecord` list + `GetData`/`GetPatron`/`FindVassals` walk that replaced it) instead. FA2 is the very next slice — this is its seam-map row.]** | Same; **survives reconnect** — use a `HasServerSeed`-style latch | `RuntimeCharacterOptionsState` seed latch; ~~`AllegianceTree.cs:56-162`~~ **[FA1 fix-round addendum: see `ClientCommandResponses.cs:250-295` (`AllegianceProfileLookups`) instead]** |
| Owner registration | `GameRuntime.cs` | ctor + `construction.Own` + fault point + `*Owner` prop + view prop + `CaptureOwnership` + shutdown step | `GameRuntime.cs:200-214`, `:419-429`, `:463-470`, `:545-567`, `:703-752` |
| Session reset | `RuntimeGenerationReset.cs` | new `RuntimeGenerationResetStage` ordinal + `Drain` case; **fellowship clears, allegiance re-seeds** | `:21-44`, `:236-349`; shared-stage example `:248-261` |
| Ownership rollup | `RuntimeGameplayOwnership.cs` | add to record + `Capture(...)` signature + `IsConverged` | `:8-21`, `:23-44` |
| Typed borrowed views | `GameRuntimeGameplayViews.cs` + `GameRuntimeViews.cs:243-272` | `Snapshot` record struct + `TryGet*`; no allocation | `IRuntimeSocialView` `GameRuntimeGameplayViews.cs:90-110` |
| Generation-gated commands | `GameRuntimeCommands.cs` + BOTH adapters | new interface + `IGameRuntimeCommands` member + `RuntimeCommandDomain` ordinal | `IRuntimeSocialCommands` `:291-300`; `DirectGameRuntimeCommandAdapter.cs:718-750`; `CurrentGameRuntimeCommandAdapter.cs:690` |
| Inbound parsers | `src/AcDream.Core.Net/Messages/GameEvents.cs` | static `Parse*` → nullable struct, `null` on malformed | `ParseChannelBroadcast`, `ParseTell` |
| Inbound registration | `src/AcDream.Core.Net/GameEventWiring.cs` (inside `WireAll`) | `registrar.Register(type, e => ...)`; state-object OR delegate hole | `friends`/`squelch` params `:80-81`; `AllegianceInfoResponse` `:192-198` |
| Host bindings plumbing | `LiveSessionEventRouter.cs:72-82` + **both** construction sites | trailing optional params | `LiveSessionRuntimeFactory.cs:256-261`; `HeadlessSessionHost.cs:780-785` |
| Outbound builders (fellowship) | `SocialActions.cs` (already there, `:123-168`) | keep the family together | — |
| Outbound builders (allegiance) | `AllegianceRequests.cs` (extend, `:27-56`) | keep the family together | — |
| Outbound send wrappers | `src/AcDream.Core.Net/WorldSession.cs` (**MISSING — must add**) | `NextGameActionSequence()` + `SendGameAction(builder(...))` | `SendSetSingleCharacterOption` `:2202-2206` |
| App bus path | `LiveSessionCommandRouter.cs` | `*RuntimeCmd` record + `commands.Register<T>(... SendIfActive ...)` | `:74-81`, `:173-186` |
| Wire tests | `tests/AcDream.Core.Net.Tests/Messages/` | field probes + **hand-computed** golden vector for any derived layout | `SocialActionsTests.cs:136-175`; `AllegianceRequestsTests.cs:10-34` |
| Option un-dim | `CharacterOptionsPageController.cs:193-201` + tests | flip `StoreOnly`→`Live` AND edit the literal set + two counts | `CharacterOptionsPageControllerTests.cs:710-766` |
| Panel catalog | `RetailPanelCatalog.cs:10-51` + `WindowNames.cs` | byte-verify the panel id from authored property `0x10000029` | `RetailPanelCatalog.cs:20-29` (the OP3 verification method) |
| Panel mount | `RetailUiRuntime.Mount<X>()` + `Initialize()` list | Import → Bind → `RetailWindowFrame.Mount` → `RegisterMainPanel` | `MountCharacter` `RetailUiRuntime.cs:2663-2706`; ordering `:385-413` |
| F3/F4 handler | `RetailUiRuntime.HandleInputAction` `:548-560` | one `if (action == ...) { ...; return true; }` | `ToggleSpellbookPanel` case `:552-556` |
| Confirmations | `GameplayConfirmationController` (types 1/4) or a new owner | retain `(serverType, serverContext)`, single-slot guard, respond on close | `GameplayConfirmationController.cs:32-101` (its `:36-40` comment names FA) |
| Dialogs | `RetailDialogFactory.MakeConfirmation` `:125-136` | queue key + priority; `OpenNextDialog` early-return on occupied key | `:323-334` |
| Strings | `DatStringResolver.Resolve(tableId, ComputeHash("ID_..."))` | never invent English; log + leave null | `CharacterOptionsPageController.cs:409-416` |
| System messages | `RuntimeCommunicationState.AddText` | `Allegiance 0x12` / `Fellowship 0x13`; `ClientLocal 0x1A` = SpewBox only | `RuntimeCommunicationState.cs:210-239`; `RetailLogTextType.cs:44-45` |
| Bot gate | `src/AcDream.Headless/Policies/HeadlessBotPolicy.cs` new policy + factory id | stage machine, generation-gated commands, `IsComplete` | `LifecycleSmokeHeadlessBotPolicy` `:84-142`; factory `:16-27` |
| Bot config | `HeadlessConfiguration.cs` / `HeadlessConfigurationLoader.cs` | all 6 FA option names already allow-listed | `:27-57`; MF-2 rejection `:252-274` |
| Bot gate script | `docs/research/2026-08-1X-campaign-fa-test-script.md` | OP7 §recipe shape | `2026-08-11-campaign-op-test-script.md:766-895` |
---
## 9. Open questions for the plan
1. **One owner or two?** This audit recommends two
(`RuntimeFellowshipState`, `RuntimeAllegianceState`) on lifetime
grounds. If the plan prefers one `RuntimeSocialGroupState`, it must
still model two independent reset semantics inside one
`IsConverged`.
2. **Does `IRuntimeEventObserver` gain `OnFellowship`?** Adding a member
breaks all 5 bot policies + the trace recorder + App observers. Decide
push-vs-poll before writing the owner. (Recommend poll via
`Snapshot.Revision`.)
3. **`0x027C AllegianceInfoResponse` already has a handler**
(`GameEventWiring.cs:192-198`, chat output for `@allegiance info`).
Does FA extend that lambda, register a second handler, or leave the
panel to use a different event? The dispatcher permits multiple owned
handlers per type — but two handlers writing to two different owners is
the "two writable copies" smell.
4. **Which of the 6 dimmed rows actually gain consumers in FA v1?** Each
un-dim requires three coordinated edits (§4.2). Under-claiming is safe;
over-claiming makes the conformance test lie.
5. **Second ACE account for the two-bot fellowship gate.** CLAUDE.md
documents only `testaccount`/`+Acdream`. Confirm with the user whether a
second account+character exists, or whether the gate should use two
characters on one account (which ACE will not allow simultaneously).
6. **Allegiance gate strategy.** Swearing is semi-permanent and rank-gated.
Recommend not gating allegiance with bots against `+Acdream`.
7. **`ID_Fellowship_*` / `ID_Allegiance_*` string-table id.** Assume
nothing — dat-verify. The options family is `0x23000003`, but chat
filters live in `0x2300000D` and keyboard refusal in `0x23000004`.
8. ~~**`BuildFellowshipCreate` trailing-pad rule** is currently pinned only
by a self-consistent test (`SocialActionsTests.cs:53-68`), not against a
retail/ACE reference. Lane A/B should confirm before FA sends it live.~~
**[FA1 fix-round addendum, 2026-08-12: ANSWERED by FA1, close this
question rather than re-deriving it. `PackString16L`
(`SocialActions.cs:389-403`) pads the string record to a 4-byte multiple
INCLUDING its own u16 length, so `12 + name.Length` is already
4-aligned before the trailing `u32 shareXP` is appended — the pad the
old (now-deleted) builder added after its two invented bools was never
the string's own pad. ACE reads exactly `ReadString16L()` then
`ReadUInt32()` (`GameActionFellowshipCreate.cs`), and `ACE.Common`'s
`ReadString16L` skips the identical `CalculatePadMultiple(2 + length,
4)` pad. The golden vector at `SocialActionsTests.cs:65-83` ("Team",
len 4, 2 pad bytes) is hand-derived against that ACE reader, not merely
self-consistent. No further confirmation owed.]**
9. **`DisplayAllegianceLogonNotifications` semantics**: receive-side
display filter (swallow locally) or membership-style suppression? Unlike
`Hear*Chat` this is almost certainly display-only — but it must be
confirmed against retail, not inferred.
10. **Panel ids for `RetailPanelCatalog`.** Must be byte-verified from the
authored `0x10000029` property, not guessed; the BN literal-0 fold
artifact bit Campaign OP four times.
11. **Does the FA panel participate in `RegisterMainPanel`'s shared
geometry?** That gives retail's single-active-child behavior (opening
Fellowship closes Allegiance) automatically. Confirm that is retail
behavior for F3/F4 before adopting it.
12. **Divergence register rows.** Any FA-introduced approximation needs its
row in `docs/architecture/retail-divergence-register.md` **in the same
commit**; any row FA retires (e.g. #L.4's panel gap) is deleted in the
same commit.
---
## Executive summary
1. **FA is half-scaffolded already:** all 11 event ids, all 7 outbound
builders, the `AllegianceTree` model, both chat `LogTextType`s, the
F3/F4 input actions with retail ActionMap ids, and the MF-2 option
mutual-exclusion exist — but the builders have **zero production
callers**, there are **no `WorldSession.Send*` wrappers**, **no
parsers**, **no inbound registrations**, and **no F3/F4 handler**.
2. **Ownership: two new sibling J-owners under `GameRuntime`**
(`RuntimeFellowshipState`, `RuntimeAllegianceState`), NOT children of
`RuntimeCommunicationState` — the lifetimes differ (fellowship is
session-scoped, allegiance survives reconnect) and J4's own precedent is
one owner per coupled graph. Each costs eight mechanical edits, listed
with line-cited templates in §1.1.
3. **Inbound has exactly one registration site**
(`GameEventWiring.WireAll`, called only from Runtime's
`LiveSessionEventRouter.cs:179`), so both hosts are served by one wiring
— provided the sink is Runtime-owned; both `LiveSocialSessionBindings`
construction sites (App `LiveSessionRuntimeFactory.cs:256`, Headless
`HeadlessSessionHost.cs:780`) must be updated together.
4. **Exactly six dimmed rows are in FA's blast radius**
(`IgnoreAllegianceRequests`, `IgnoreFellowshipRequests`,
`DisplayAllegianceLogonNotifications`, `FellowshipShareXP`,
`FellowshipShareLoot`, `FellowshipAutoAcceptRequests`,
`CharacterOptionsPageController.cs:195-200`); un-dimming any of them
requires three coordinated edits pinned by
`StoreOnlyRows_MatchTheDerivationTableExactly` and
`Bind_AppliesDimmedCaptionColor_ForStoreOnlyRows_AndWhiteForLiveRows`.
5. **A bot-recruits-bot gate needs a second ACE account** (the only
external prerequisite), a new `HeadlessBotPolicy` id with a role
discriminator, a friendly-player target query, and 7 named assertions —
the decisive one being that the *recruited* bot's own snapshot flips,
which only two live sessions can prove.