acdream/src/AcDream.Core.Net/Messages/VendorRequests.cs
Erik 97cf873870
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feat(vendor): Slice 6 buy arc — shop items are real objects, vendor selection is THE selection, and Buy works (0x005F)
Three ordered pieces in one landing (the shared controller/composition
files carry all three; the internal order was 6.1 -> 6.2 -> 6.3):

6.1 VendorShopItemMaterializer diff-merges the shop list into the live
ClientObjectTable on VendorState transitions (so client-local close and
session teardown retire the entries too) and never claims a guid it did
not add — ACE's UniqueItemsForSale can re-list a guid a player once
held (AP-163 files the collision-skip; no retail counterpart traced).
Right-click examine on shop items now routes through the ordinary
appraisal path — the 5.4 F7c blocker dissolves with the table entries.

6.2 SelectionChangeSource.Vendor: row clicks, auto-select, and examine
all flow through the canonical SelectionState; the status bar and the
existing byte-faithful StackSplitQuantityState slider light up
unmodified. VendorSplitPolicy is the single 0xDC41CB0 mask owner; the
slider VALUE seeds to 1 for exempt items while maxSplitSize keeps the
stack (the splitSize/maxSplitSize distinction, research §B.3).
Selection clears at retail's actual site — VendorItemsUI::RemoveFromShop
(pc:202848), not a CloseVendor-level clear that does not exist.

6.3 BuildBuy (0x005F): vendorGuid, count, (i32 amount, u32 guid) pairs,
and the trailing alternateCurrencyId the REAL client sends
(CM_Vendor::Event_Buy pc:689288) though ACE's reader ignores it.
TryBuy rides the EXISTING J5.2 one-request-at-a-time reservation and
completes on UseDone; the Buy button disables while a request is in
flight. The reconciliation round-trip (money property update, inventory
CreateObject, ApproachVendor refresh -> panel rebuild) is proven by a
synthetic-inbound test against existing machinery — no new owner.

Register: AP-161 narrowed (selection + examine residuals close;
staging/Sell remain; double-click-to-buy confirmed ABSENT from retail
with negative evidence cited — we match retail). AP-162 files the
conscious no-client-side-affordability-precheck deferral.

Clean-room complete solution: 11,368 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-08-07 20:28:26 +02:00

110 lines
4.8 KiB
C#

using System;
using System.Buffers.Binary;
using System.Collections.Generic;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Outbound vendor GameActions. Slice 6.3: Buy (<c>0x005F</c>) only — Sell
/// (<c>0x0060</c>) is research-only scope (Slice 6 research doc §A.3), not
/// implemented here.
///
/// <para>
/// Wire layout, confirmed FOUR ways with zero disagreement (research doc
/// §A.1: ACE's reader, Chorizite's generated reader/writer, holtburger's
/// independent client, and the retail decompiled sender —
/// <c>CM_Vendor::Event_Buy</c>, <c>pc:689288</c>, <c>0x006AA0F0</c>):
/// <code>
/// u32 0xF7B1 // GameAction envelope
/// u32 gameActionSequence
/// u32 0x005F // Buy opcode
/// u32 vendorGuid
/// u32 itemCount
/// per item:
/// i32 amount // quantity to buy (plain positive int32,
/// // NOT ItemProfile's packed sign-extended
/// // supply-count field)
/// u32 objectGuid // the SHOP ITEM's guid
/// u32 alternateCurrencyId // TRAILING — 0 for a pyreal vendor
/// </code>
/// </para>
///
/// <para>
/// <b>The trailing <c>alternateCurrencyId</c> field — a deliberate,
/// evidence-backed divergence from ACE.</b> Retail's client
/// (<c>CM_Vendor::Event_Buy</c>) writes this field on EVERY Buy, after the
/// packed item list, every time (<c>pc:689335-689336</c>). ACE's current
/// server-side reader has the matching line PRESENT but COMMENTED OUT
/// (<c>GameActionBuyItems.cs:32</c>,
/// <c>//var altCurrencyWcid = message.Payload.ReadUInt32();</c>) — it simply
/// never reads the trailing bytes. holtburger, a real client written and
/// tested against ACE's actual accepted wire shape, omits the field
/// entirely and round-trips fine against ACE. Both are correct for what
/// they target: ACE demonstrably does not NEED this field today. We port
/// the field anyway because retail — the top oracle per this project's
/// CLAUDE.md — sends it unconditionally, it costs one <c>u32</c>, and it
/// costs ACE nothing to ignore (forward-compatible with any future ACE
/// build that un-comments its read). Do not "fix" this by dropping the
/// field without re-reading
/// <c>docs/research/2026-08-08-slice6-vendor-transactions-research.md</c>
/// §A.1 first — that document's "Resolution of the ACE/holtburger vs.
/// retail disagreement" section is the full reasoning trail.
/// </para>
/// </summary>
public static class VendorRequests
{
public const uint GameActionEnvelope = 0xF7B1u;
public const uint BuyOpcode = 0x005Fu;
/// <summary>
/// Build a Buy GameAction for <paramref name="items"/> — retail's
/// <c>CM_Vendor::Event_Buy(vendorGuid, &amp;list, currencyId)</c>. Slice
/// 6.3's Buy button always passes a ONE-entry list (retail
/// <c>BuySingleItem</c>, <c>pc:201661</c>, has no staging-list
/// dependency — see the Slice 6 research doc §B.1); the list shape is
/// kept general because that is literally the wire message's own shape
/// (a future "Buy All" staged-purchase path would reuse this builder
/// unchanged, not because Slice 6.3 needs it today).
/// </summary>
public static byte[] BuildBuy(
uint gameActionSequence,
uint vendorGuid,
IReadOnlyList<(int Amount, uint ItemGuid)> items,
uint alternateCurrencyId)
{
ArgumentNullException.ThrowIfNull(items);
int itemCount = items.Count;
byte[] body = new byte[24 + (itemCount * 8)];
BinaryPrimitives.WriteUInt32LittleEndian(body, GameActionEnvelope);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), gameActionSequence);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), BuyOpcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(12), vendorGuid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(16), (uint)itemCount);
int offset = 20;
for (int i = 0; i < itemCount; i++)
{
(int amount, uint itemGuid) = items[i];
BinaryPrimitives.WriteInt32LittleEndian(body.AsSpan(offset), amount);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(offset + 4), itemGuid);
offset += 8;
}
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(offset), alternateCurrencyId);
return body;
}
/// <summary>Convenience overload for the single-item Buy Slice 6.3 sends.</summary>
public static byte[] BuildBuy(
uint gameActionSequence,
uint vendorGuid,
int amount,
uint itemGuid,
uint alternateCurrencyId)
=> BuildBuy(
gameActionSequence,
vendorGuid,
new[] { (amount, itemGuid) },
alternateCurrencyId);
}