Create button un-ghosts: retail's exact gate (gmCharacterManagementUI:: UpdateButtons @0x004ec240, roster count < allowed slot count) ported into RuntimeCharacterSelectionButtons.CanCreate; the button's OnClick opens the chargen screen through the same CharacterCreationUiController.Open() seam the ACDREAM_OPEN_CHARGEN=1 dev path already used. Exit/Back confirm on chargen needed no new return-path code — character-management is never hidden while chargen is open on top of it — verified end-to-end by a new cross-controller test rather than left as an inspection claim. Full-flow test coverage: a new comprehensive test decodes every 0xF656 field (including the trailing checksum, recomputed via the production CharacterCreate.ComputeChecksum) against a fully populated creation (heritage/gender/all appearance slots/template/explicit skill command/ town/name); a new Theory drives the remaining six 0xF643 rejection codes through the real wire decode path, closing the gap between the already-covered isolated state-machine Theory and an actual WorldSession round trip. Launcher payload cycle: two new tests drive a real Runtime create/reject through the real SessionStatusWriter (wired exactly as LiveSessionRuntimeFactory/HeadlessSessionHost do in production) and read the result back with the real Launcher.Core StatusFileTailer/ StatusEventParser — closing the one gap CC2's own per-layer tests never reached. No gap was found in production wiring itself: GameWindow already constructs a real, non-null SessionStatusWriter for both hosts. Also fixes 4 pre-existing LiveSessionControllerTests assertions that compared a full RuntimeCharacterSelectionButtons record and would have failed once CanCreate started being computed; corrects register row AP-211 to reflect that its own predicted resolution (the Create-button gate landing) has now happened — both layers are intentionally kept as retail-matching enforcement plus defense-in-depth, not one superseding the other. Adds docs/research/2026-08-16-campaign-cc-test-script.md, the user's connected-gate script covering both the launcher and dev-shortcut launch paths, the six-page create flow, every Finish outcome, and the known cosmetic/behavioral divergences (AP-212/213/215/216/217/218/219/220/222/ 224/226/228) so they aren't mistaken for new bugs during the gate. Gates: full solution Release build green; Runtime 1735/0 (was 1726/0, +9), App 5256/3 skips (was 5254/3, +2), Headless 166/0 (unchanged), Launcher.Core 324/0, one full-solution pass across every project clean (no known flakes reproduced this run). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
342 lines
17 KiB
Markdown
342 lines
17 KiB
Markdown
# Campaign CC connected-gate test script
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**Status: the campaign is CODE-COMPLETE (CC1-CC7) and this script is its
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connected-gate contract.** Every step below is the user's own eyes on the
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running client — nothing here was run automatically. **No automated live
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character creation has been run against ACE** (see §CC-Not-Automated) —
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the first LIVE create is deliberately left to this gate.
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This script covers TWO ways to reach the chargen screen: the real launcher
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flow (Campaign LA's product path) and the developer shortcut
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(`ACDREAM_RETAIL_UI=1` + `ACDREAM_OPEN_CHARGEN=1`, still available and still
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useful for a fast create-only iteration loop). Both land on the exact same
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screen and Runtime owner — there is no second code path being tested.
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Local ACE connection details (per `CLAUDE.md`): host `127.0.0.1`, port
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`9000`, account `testaccount` / `testpassword`. Use a FRESH character name
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per attempt (ACE does not forget names within a session) — `CC-<yourinitials>-<n>`
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is a good scheme, e.g. `CCAB1`, `CCAB2`.
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---
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## §CC1 — reaching the screen
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### Path A — the launcher (product path)
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1. Launch `AcDream.Launcher` (already installed/updated per Campaign LA's
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own gates — this script does not re-run first-run setup or the update
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flow; see `docs/research/2026-08-14-campaign-la-test-script.md` if either
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is in question).
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2. Open **Check for updates**. Confirm it reports the client already
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current (no install prompt) — Campaign LA's own gates already proved the
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install/update mechanics; this step just confirms nothing is stale
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before the character-creation gate.
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3. Confirm (or create) a profile pointed at `127.0.0.1:9000`,
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`testaccount` / `testpassword`.
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4. Click **GUI — character select**. The retail character-management
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screen (`gmCharacterManagementUI`) opens — the flat character list, World
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name, Enter/Delete/Restore buttons, and the **Create** button.
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### Path B — the developer shortcut
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```powershell
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$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
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$env:ACDREAM_RETAIL_UI = "1"
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$env:ACDREAM_LIVE = "1"
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$env:ACDREAM_TEST_HOST = "127.0.0.1"
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$env:ACDREAM_TEST_PORT = "9000"
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$env:ACDREAM_TEST_USER = "testaccount"
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$env:ACDREAM_TEST_PASS = "testpassword"
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dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Release
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```
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Confirm the SAME character-management screen appears. `ACDREAM_OPEN_CHARGEN=1`
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(add it to the block above) is the CC4-era interim seam that opens the
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chargen screen directly on startup, skipping the Create click — still
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useful for a fast create-only loop, but Path A/B above is now the REAL path
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and should be exercised at least once per gate.
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### The Create button
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1. With at least one free character slot (roster count below the account's
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allowed slot count — most test accounts have several free slots),
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confirm **Create** is ENABLED (not greyed out).
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2. **Click Create.** The chargen screen (`gmCharGenMainUI`) opens directly
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on the **Heritage** page — no confirmation, no loading screen. The
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character-management screen you were just on is not closed or hidden;
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it simply sits behind the new screen (this matters for the Exit step
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below).
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3. **If your account's roster is completely full** (rare on a fresh test
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account — every slot occupied), confirm Create is instead GREYED OUT
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and does nothing when clicked. This is retail's own gate
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(`gmCharacterManagementUI::UpdateButtons`) — a full roster ghosts
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Create exactly like Enter/Delete grey out for an unselected row.
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### Leaving the screen (Back-at-Heritage and Exit)
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1. On the **Heritage** page (the first page), click **Back**. Confirm a
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confirmation dialog appears asking whether to leave character creation
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(same text/shape as the Exit button below — Back-at-Heritage and Exit
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share retail's one `DoExit` confirmation).
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2. Click **Exit** (top of the screen, available on every page). Confirm
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the SAME confirmation dialog appears.
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3. **Confirm the dialog (accept).** The chargen screen closes. You are back
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at the character-management screen you started from — roster, World
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name, and any prior selection are exactly as you left them (character
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management was never hidden, so there is nothing to "restore").
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4. Click **Cancel** on a repeat Exit attempt instead — confirm the dialog
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closes and chargen stays open, untouched.
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### What to report for §CC1
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- Create's enabled/greyed state matching the free-slot count you actually
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have.
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- Whether clicking Create opens chargen with no lag/flash/black frame.
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- Whether returning from Exit shows the character list exactly as it was
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(no re-flicker, no lost highlight, no stale World name).
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---
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## §CC2 — the six-page create flow
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**The screen does NOT open blank.** `gmCharGenMainUI`'s own constructor
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rolls a full random character (heritage, gender, appearance, clothing,
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template, start area) before the Heritage page ever draws — acdream ports
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this faithfully (AP-214, retired). **Expected retail quirk: the gender
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shown on the Appearance page is the FLIP of the roll** — the Appearance
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page's own init code reads the just-rolled gender and immediately swaps it
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to the opposite one. If you open chargen and see (say) a female Aluvian
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with the Appearance page showing "Male" selected, that is CORRECT, not a
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bug — do not report it.
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### Heritage page
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1. Confirm one of the 13 heritage buttons is already highlighted (the
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opening roll) — Human heritages (Aluvian/Gharu'ndim/Sho/Viamontian),
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Tumerok, Gearknight, Lugian, Empyrean, Penumbraen, Shadowbound, Undead,
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Olthoi, and OlthoiAcid should all be selectable and each show its own
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description text (starting skills, bonus-skills paragraph where retail
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has one — Lugian/Olthoi/OlthoiAcid have none, that's retail-correct).
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2. Click **Random**. Confirm the highlighted heritage changes to a
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uniformly-picked one of the 13 — this is AP-212's documented
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approximation (retail's own Heritage-page Random rolls with retail's own
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distribution; acdream picks uniformly over every installed heritage).
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Not a bug to report unless the button does nothing or crashes.
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3. Select **Olthoi** or **OlthoiAcid**. Confirm the Profession, Skills, and
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Town tabs are hidden (Olthoi variants skip straight to a fixed Custom
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template with no attribute/skill/town choices) and the screen
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auto-advances past them.
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### Profession page
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1. Select a NON-Olthoi heritage. Confirm 7 template buttons (Custom + 6
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presets) and 6 attribute sliders (Strength/Endurance/Coordination/
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Quickness/Focus/Self).
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2. Drag a slider. Confirm the numeric readout updates live and the
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Available-credits counter decreases/increases correspondingly.
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3. Click a preset template (not Custom). Confirm all 6 sliders jump to
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that preset's values and Available credits updates to match.
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4. Click **Random**. Confirm heritage/template selection changes (AP-212 —
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uniform pick, not retail's own weighted roll).
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### Skills page
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1. Confirm ONE flat listbox of skills, each row showing name, current
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level, and train/specialize costs (AP-213 — retail groups these into
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four sorted buckets; acdream's flat list is a presentation
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simplification, not a rules difference — do not report the flat
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ordering as a bug).
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2. Click a trainable row. Confirm it advances (Untrained -> Trained ->
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Specialized) and the skill-credits meter decreases; a second click on an
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already-Specialized row does nothing further (no fourth state).
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3. Confirm **Random** is disabled/greyed on this page (retail's
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`RandomizeSkills` primitive is unported — AP-212's own documented gap).
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### Appearance page
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1. Confirm **Face** and **Clothes** sub-tabs, nine spin controls (hair,
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eyes, nose, mouth, skin under Face; headgear, shirt, trousers, footwear
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under Clothes), nine color swatches, a shade scrollbar, zoom/rotate
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buttons, and a live 3D preview playing an idle animation loop.
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2. Click a spin's left/right arrow zones. Confirm the selected style index
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advances/retreats and the preview model updates.
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3. Click a color swatch. Confirm the swatch shows a highlighted "selected"
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ring/border (AP-215 — acdream's own selection indicator, not retail's
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overlay mechanism; functionally equivalent).
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4. Click **Zoom In**. Confirm the preview freezes its pose (idle animation
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stops) and the camera tweens closer over about half a second. Click
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**Zoom Out** — animation resumes, camera tweens back out.
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5. Click **Rotate Clockwise**/**Counter-Clockwise**. Confirm the model
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spins continuously at a steady rate (about 3 seconds per full turn);
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clicking the SAME direction again stops it, clicking the OPPOSITE
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direction reverses it.
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6. Click **Random** (on either sub-tab). Confirm hair/eyes/nose/mouth/skin
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(Face) or headgear/shirt/trousers/footwear (Clothes) all re-roll
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together — this IS retail's real `RandomizeAppearance`/
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`RandomizeClothing` primitive (CC5 ported it verbatim, not approximated).
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7. Select **Gearknight**, **Olthoi**, or **OlthoiAcid** on the Heritage
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page, then return to Appearance. Confirm the Clothes sub-tab and its
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four spins are unreachable, Nose/Mouth spins are hidden, and Eyes'
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arrows are disabled (fixed eyes for these forms).
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Known cosmetic gaps on this page — expected, do not report as bugs unless
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noticeably worse than described: swatches show static art rather than the
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actual color they represent (AP-216); the gradient circle art next to the
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swatches never repaints to reflect the current color (AP-217); the four
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icon-only spins (hair/eyes/nose/mouth) show a plain number instead of an
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icon thumbnail, while the four clothing spins show real names (AP-215/
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AP-218); on Olthoi/OlthoiAcid/Gearknight the Skin spin does not slide up to
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close the gap left by the hidden Nose/Mouth spins (AP-219); switching
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heritage INTO or OUT OF Gearknight does not automatically re-roll
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appearance/clothing the way retail does on that exact transition (AP-220);
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the currently-selected spin shows no distinct highlighted state versus the
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other eight (AP-222 — this is a MEASURED gap in acdream's own art, not yet
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attributed to a specific missing asset; report clearly if you can visually
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compare with retail here).
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### Town page
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1. Confirm four town buttons: Holtburg, Shoushi, Yaraq, Sanamar (not id
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order — that's retail's own literal ordering, ported faithfully), each
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with descriptive text.
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2. Click a town. Confirm it highlights and the description text updates.
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### Summary page
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1. Confirm a listbox showing Profession, Gender, Heritage, and Starting
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Town lines, an "Attributes" header, then Strength/Endurance/
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Coordination/Quickness/Focus/Self/Health/Stamina/Mana/Skill Credits as
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paired rows, then Specialized and Trained skill name lists (retail also
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lists the two Untrained buckets; acdream's Summary omits them —
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AP-224, same class of cut as the Skills page's own AP-213).
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2. Confirm a static 3D preview of the character (no zoom/rotate controls
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on this page — retail has none here either).
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3. Click the **name field** and type a name. Confirm only letters, spaces,
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apostrophes, and hyphens are accepted (other characters are silently
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rejected keystroke-by-keystroke).
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4. Click **Random** on this page. Confirm a confirmation dialog appears
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first ("are you sure you want to randomize?"); confirming it re-rolls
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the ENTIRE character (heritage through name) using retail's real
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`RandomizeCharacter` primitive — the same one the screen-open roll uses.
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### What to report for §CC2
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- Any page that fails to render a control listed above, or where a control
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visibly does nothing when clicked.
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- Anything from the "known cosmetic gaps" list that looks MORE broken than
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described (e.g. a spin that doesn't advance at all, not just a missing
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highlight).
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- Any crash, freeze, or console error while navigating pages or the tabs.
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---
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## §CC3 — Finish and its dialogs
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Use a fresh, never-before-used character name for the happy path. For every
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scenario below, watch the console/log for `[UI]`/`[CC]`-prefixed lines —
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they help distinguish "nothing happened because the click didn't register"
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from "the request went out and ACE is thinking about it."
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### Happy path
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1. Complete a legal character (heritage, gender, template with credits
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fully spent, at least a default set of skills, a town, a fresh name).
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2. Click **Finish** on the Summary page. Confirm the screen closes almost
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immediately (no visible "please wait" dialog for a normal accept — ACE's
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Ok reply is fast) and you land DIRECTLY in the world as the new
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character — no return to character management, no fresh character list,
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matching retail's own "log straight in" behavior.
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3. If you back out to character management instead (e.g. via a later
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logout), confirm the new character now appears in the roster alongside
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any pre-existing ones, in the correct slot.
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### NameInUse (duplicate name)
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1. Create a SECOND character using the EXACT name you just used above.
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2. Click Finish. Confirm the `ID_Character_Err_NameReserved` dialog appears
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("that name is in use" / similar text) and you stay on the chargen
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screen — Finish is clickable again afterward.
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3. **Expected log noise (register AD-100):** ACE sends the NameInUse
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rejection TWICE for the same request (a real ACE double-send bug, not
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an acdream defect). The FIRST reply drives the dialog above; the SECOND
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logs something like `unexpected CharacterGenerationVerificationResponse`
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in the console. That log line is EXPECTED here — do not report it as an
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error.
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### The credit-warning confirm flow
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1. Select the **Custom** template on the Profession page (leaves several
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attribute credits unspent) and complete the rest of the character.
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2. Click Finish. Confirm a warning dialog appears about unspent attribute
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credits, and Finish does NOT send anything yet.
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3. Confirm the dialog. Confirm the request now sends anyway, with the
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unspent credits — this is retail-correct (`DoFinish`'s own confirm-arm
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skips the credit check entirely; ACE accepts an under-spent build).
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### The randomize warning flow
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Already covered in §CC2's Summary-page step 4 above — confirm the warning
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appears BEFORE any randomization happens, and Cancel leaves the character
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completely untouched.
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### The exit warning flow
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Already covered in §CC1's "Leaving the screen" section above.
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### NameTooLong
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1. On the Summary page, type or paste a name longer than 32 characters and
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commit it (press Enter, or click elsewhere to move focus away from the
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field).
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2. Confirm the `ID_CharGen_NameTooLong` dialog appears and the field
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reverts to its previous (shorter) value — the field itself does not cap
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your typing at 32 characters as you go; the rejection only fires on
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commit. That is retail-correct, not a bug.
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### What to report for §CC3
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- Whether the happy path truly lands you in-world with no intermediate
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screen.
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- The exact dialog text shown for each rejection (useful for a later
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string-table audit even if it looks right).
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- Any case where Finish appears to do nothing at all (no dialog, no
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console line, no world entry) — that would be a real regression, not one
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of the documented cosmetic gaps above.
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---
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## §CC4 — ACE-side landmines (not acdream defects)
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- **Heritage-priced skill over-deduction — LATENT, will not fire with the
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installed EoR DAT.** ACE's `PlayerFactory.CreatePlayer` has a real
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overcharge bug when specializing a skill priced by the active heritage's
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own skill list (versus the global skill table). It was measured against
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the installed EoR data and found unreachable — every heritage's one
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priced skill (Arcane Lore) has a heritage NormalCost of 0, which makes
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ACE's overcharge exactly zero. You should NOT be able to trigger a
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`FailedToSpecializeSkill` rejection from a retail-legal build during this
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gate. If you somehow do, that is worth flagging immediately — it would
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mean the installed DAT's costs differ from what was measured.
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- **Disabled-Olthoi create -> Pending -> NameDBDown dialog is
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retail-correct.** If your local ACE has Olthoi character creation
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disabled (a server config option), attempting to create an Olthoi/
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OlthoiAcid character will surface the `ID_Character_Err_NameDBDown`
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dialog via a `Pending` response code. This is retail's OWN behavior
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(ACE's `olthoi_play_disabled` branch sends `Pending`, and retail's
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dispatch has no silent branch for it) — not a "the client swallowed my
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request" bug.
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---
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## §CC-Not-Automated
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No automated test in this repository has created a character against a
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LIVE ACE server. Every field-shape and response-code assertion in Campaign
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CC's test suite runs against a real `WorldSession` and hand-built response
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packets (see `tests/AcDream.Runtime.Tests/Session/LiveSessionControllerCharacterCreationTests.cs`)
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— the wire bytes and the state machine are proven byte-for-byte, but the
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FIRST character ever created against a real, running ACE process is
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whatever you create during this gate. Server state (what names exist,
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what heritages are enabled, what the account's slot count is) is entirely
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yours to observe; this script deliberately does not assume any of it in
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advance.
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