Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag. Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110. Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
263 lines
9.5 KiB
Markdown
263 lines
9.5 KiB
Markdown
# Retail gameplay indicator bar pseudocode (2026-07-17)
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## Scope and oracle
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This note covers retail LayoutDesc `0x21000071` (`gmIndicatorsUI`) and its
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seven 20x20 children. The behavior oracle is the named Sept-2013 retail
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decomp. The retained port continues to use the authored LayoutDesc states and
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sprites; code only chooses a state and dispatches the authored input action.
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Named retail functions:
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- `gmIndicatorsUI::ListenToElementMessage @ 0x004BFA90`
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- `gmUIElement_VitaeIndicator::PostInit @ 0x004E5EA0`
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- `gmUIElement_VitaeIndicator::Update @ 0x004E5FE0`
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- `gmUIElement_MiniGameIndicator::PostInit @ 0x004E6390`
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- `gmUIElement_MiniGameIndicator::RecvNotice_BeginGame @ 0x004E6450`
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- `gmUIElement_MiniGameIndicator::RecvNotice_EndGame @ 0x004E6470`
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- `gmUIElement_LinkStatusIndicator::SetLinkState @ 0x004E65E0`
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- `gmUIElement_LinkStatusIndicator::PostInit @ 0x004E66D0`
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- `gmUIElement_LinkStatusIndicator::UpdateLinkState @ 0x004E6730`
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- `gmUIElement_LinkStatusIndicator::UseTime @ 0x004E67C0`
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- `gmUIElement_EffectsIndicator::PostInit @ 0x004E6930`
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- `gmUIElement_EffectsIndicator::Update @ 0x004E6A50`
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- `gmUIElement_BurdenIndicator::PostInit @ 0x004E6B80`
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- `gmUIElement_BurdenIndicator::Update @ 0x004E6CE0`
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- `LinkStatusHolder::GetConnectionStatus @ 0x00411380`
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- `LinkStatusHolder::OnHeartbeat @ 0x004113D0`
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- `gmPanelUI::SetupChildren @ 0x004BC9E0`
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- `gmPanelUI::RecvNotice_SetPanelVisibility @ 0x004BC6F0`
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- `gmLinkStatusUI::PostInit @ 0x004AADB0`
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- `gmLinkStatusUI::Update @ 0x004AAEA0`
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- `gmLinkStatusUI::ListenToElementMessage @ 0x004AB0B0`
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- `gmLinkStatusUI::ListenToGlobalMessage @ 0x004AB110`
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- `gmLinkStatusUI::RecvNotice_Ping @ 0x004AB150`
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- `gmVitaeUI::PostInit @ 0x004A7240`
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- `gmVitaeUI::Update @ 0x004A7400`
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- `VitaeSystem::VitaeCPPoolThreshold @ 0x005C8FD0`
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- `CM_Character::Event_RequestPing @ 0x006A19A0`
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- `gmEffectsUI::SpellEffectMatchesUIType @ 0x004B76C0`
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- `gmGamePlayUI::RecvNotice_EndCharacterSession @ 0x004EBEA0`
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The installed retail LayoutDesc establishes the fixed child order and art:
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| X | Element | Retail class | Meaning / input action |
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|---:|---:|---:|---|
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| 5 | `0x100000F8` | `0x10000003` | link status / `LinkStatusPanel` |
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| 25 | `0x100000F5` | `0x10000002` | beneficial enchantments / `HelpfulSpellsPanel` |
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| 45 | `0x100000F6` | `0x10000002` | harmful enchantments / `HarmfulSpellsPanel` |
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| 65 | `0x100000F4` | `0x10000006` | vitae / `VitaePanel` |
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| 85 | `0x100000F7` | `0x10000001` | burden / `CharacterInformationPanel` |
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| 105 | `0x100000F3` | `0x10000004` | mini-game |
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| 125 | `0x100000FA` | ordinary button | end character session |
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`gmPanelUI::SetupChildren` reads enum property `0x10000029` from each
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registered child. The installed main-panel LayoutDesc resolves the indicator
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detail pages to Link Status `8`, Mini Game `9`, and Vitae `15` (Helpful and
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Harmful remain `4` and `5`). They are not independent floating-window ids.
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## Pseudocode
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### Link indicator
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```text
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PostInit:
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base.PostInit()
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listen to global time notices
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semanticLinkState = Good
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SetState(Connection_good = 17)
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On each global-time notice:
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if now - lastUpdate >= 4.0 seconds:
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(secondsSinceServerPacket, connected) = GetConnectionStatus()
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if !connected or secondsSinceServerPacket >= 40: Disconnected
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else if secondsSinceServerPacket >= 20: Bad
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else if secondsSinceServerPacket >= 5: Uncertain
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else: Good
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SetLinkState(result)
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lastUpdate = now
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if semanticLinkState == Bad and now - lastFlash >= 0.75 seconds:
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toggle visual state between Connection_uncertain (18)
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and Connection_bad (19)
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lastFlash = now
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SetLinkState(newState):
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if newState == semanticLinkState: return
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semanticLinkState = newState
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set authored state Good=17, Uncertain=18, Bad=19, Disconnected=20
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when entering Bad: lastFlash = now
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OnHeartbeat:
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lastHeardFromCurrentServer = now
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packetLoss = linkAverages.averagePacketLoss
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```
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acdream records the last successfully decoded server datagram in
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`WorldSession`; the retained controller reads an immutable link snapshot. This
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keeps socket/session facts out of the UI while preserving retail's thresholds
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and cadence.
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### Link Status detail page
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```text
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On shown:
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register for time notices
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pleaseRequestPing = true
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Update()
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On hidden:
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unregister time notices
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pleaseRequestPing = false
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On time notice while visible:
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if now >= nextUpdate:
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nextUpdate = now + 5 seconds
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Update()
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Update:
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replace text with localized connection explanation + 5/20-second legend
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append 10-second packet-loss percentage with two decimal places
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append ping in milliseconds, or "????" before a response
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if pleaseRequestPing or now - lastPingRequest >= 120 seconds:
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lastPingRequest = now
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Event_RequestPing()
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pleaseRequestPing = false
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Event_RequestPing:
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send F7B1, game-action sequence, opcode 0x01E9
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// no payload
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On empty 0x01EA PingResponse:
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pingRoundTrip = monotonicNow - lastPingRequest
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```
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The network session owns the send timestamp and response sample. The retained
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page owns only retail's display and refresh cadence. acdream's transport does
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not yet expose the retail NAK/retransmission moving averages, so packet-loss
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averaging remains the explicit AP-110 residual rather than being guessed from
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ordinary packet sequence gaps.
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### Helpful and harmful effects
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```text
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On PlayerDesc or enchantment change:
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helpfulCount = 0
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harmfulCount = 0
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for each raw multiplicative/additive enchantment node:
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spell = lookup spell metadata
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if spell flags contain Beneficial: helpfulCount++
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else: harmfulCount++
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Helpful button = Normal when helpfulCount > 0, else Ghosted
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Harmful button = Normal when harmfulCount > 0, else Ghosted
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```
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The indicator counts raw bucket-1/bucket-2 nodes. It does not use the effects
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panel's later spell-category duel projection.
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### Vitae
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```text
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On PlayerDesc or VitaeChanged:
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if enchantment registry has Vitae and vitae.modifier < 1.0:
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SetState(Normal = 1)
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else:
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SetState(Ghosted = 13)
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```
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The detail page uses the same modifier:
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```text
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lostPercent = 100 - int(vitae * 100)
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if lostPercent <= 0:
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show localized full-strength sentence
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else:
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vitaePool = player PropertyInt 129
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deathLevel = player PropertyInt 139, falling back to Level (25)
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threshold = int(((deathLevel ^ 2.5 * 2.5) + 20)
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* vitae ^ 5 + 0.5)
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remaining = threshold - vitaePool
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show localized lost-percent sentence and remaining-XP sentence
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```
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The x87 powers omitted from the named pseudo-C output for
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`VitaeCPPoolThreshold` were cross-checked against the official ACE
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`Player_Xp.cs` port. The property ids and rounding expression agree.
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### Burden / character information
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```text
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On PlayerDesc or LoadChanged:
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if InqLoad fails: load = absent
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if load is absent or load < 1.0: SetState(Unencumbered = 14)
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else if load < 2.0: SetState(Encumbered = 15)
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else: SetState(Heavily_encumbered = 16)
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On click:
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dispatch CharacterInformationPanel
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```
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`InqLoad` is the existing retail burden ratio:
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`EncumbranceVal / EncumbranceCapacity(Strength, augmentation)`.
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### Mini-game
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```text
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On BeginGame notice: SetState(Normal = 1)
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On EndGame notice: SetState(Ghosted = 13)
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```
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The authored ghosted state is rendered now. The notices remain owned by the
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still-unported mini-game subsystem (existing divergence AP-110), so this task
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does not manufacture a game-active state from unrelated packets.
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The authored `gmMiniGameUI` root `0x1000016A` is mounted and registered as
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main panel `9`, including its close behavior. It remains unreachable while the
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indicator is Ghosted; board state and game actions remain with the unported
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mini-game subsystem.
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### Shared main-panel ownership
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```text
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For every toolbar or indicator detail page:
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register page with gmPanelUI panel id
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when shown:
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hide the current child
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move the requested child to the shared main-panel placement
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show only the requested child
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when a page with bool property 0x10000049 closes:
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restore the deferred ordinary child
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```
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Helpful/Harmful, Link Status, Vitae, and the Mini Game shell therefore share
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the same retained host position as Inventory, Character, and Magic. They do
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not remember independent positions.
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### End character session
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```text
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When child 0x100000FA sends Click:
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SendNotice_EndCharacterSession(1)
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RecvNotice_EndCharacterSession(1):
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build the shared logout confirmation dialog using
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ID_Client_EndCharacterSessionConfirm
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on acceptance, end the character session
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```
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The acdream port reuses `RetailDialogFactory`; acceptance closes the current
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client, whose existing `WorldSession.Dispose` sends retail's graceful
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CharacterLogOff and transport Disconnect packets.
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## Cross-checks and retained boundaries
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- The already-ported `BurdenMath` matches retail
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`EncumbranceSystem::EncumbranceCapacity @ 0x004FCC00` and
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`EncumbranceSystem::Load @ 0x004FCC40`.
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- The existing enchantment parser preserves the separate Mult, Add, Vitae, and
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Cooldown registry buckets used by the retail indicator queries.
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- Official ACE was cross-checked for the empty PingResponse and the vitae-pool
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threshold expression; the named retail client remains the behavior oracle.
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- The Link Status and Vitae pages now use their authored DAT roots and localized
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strings. AP-110 retains only packet-loss averaging and mini-game gameplay for
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this slice; neither is replaced with an ad-hoc approximation.
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