acdream/docs/research/2026-08-16-campaign-cc-test-script.md
Erik 9cf6c52283 feat(chargen): Campaign CC slice CC7 — end-to-end create flow + connected checklist
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>
2026-08-16 02:35:21 +02:00

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17 KiB
Markdown

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