acdream/docs/plans/2026-08-21-contract-tracker-campaign.md
Erik 730662f819 docs(quest): plan Campaign QT, and add the layout search that found the panel
H.3's roadmap line ("122 EmoteType x 39 Trigger mini-VM") describes the
SERVER's job. The retail client never stores a quest flag, never evaluates an
emote, and is never told a flag changed — so most of H.3 was never client work
at all. Measuring what we already have narrows the remaining scope to one
thing: the contract tracker, the only structured view of quest state a client
ever gets. The user confirmed NPC dialogue works live.

LayoutDump could only dump a layout you already knew the id of, but the decomp
hands you a CLASS id with no layout attached (UIElement::RegisterElementClass),
so the gap between the two was crossed by guessing. --find closes it, and it
searches the element's TYPE as well as its id because registration keys on
Type — searching only the id finds a real element with the same number and
quietly answers the wrong question, which is exactly what it did on the first
run here.

The plan records the wire layout, the panel's authored children, and
FillProgressString in full, including the three things a reimplementation
would get wrong: TimeWhenDone is never read, the countdown anchor is not on
the wire, and DescriptionProgress is a printf format rather than a string.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 14:36:04 +02:00

5.4 KiB
Raw Blame History

Campaign QT — the contract tracker (H.3's client half)

Status: ACTIVE 2026-08-21.

Why now. M4's demo scenario is "talk to an NPC, accept a quest, ... complete the quest." Everything in that sentence works today EXCEPT the player's ability to see what they have accepted. NPC dialogue, emote text, soul emotes, tells and the quest-failure strings all render; Campaign CT (closed 2026-08-21) added the <Tell:IIDString:…> markup those dialog lines carry. What is missing is the only STRUCTURED view of quest state a retail client ever gets.

What H.3 is not. The roadmap line reads "122 EmoteType × 39 Trigger mini-VM", which describes the SERVER's job. Per r10-quest-dialogs.md §1.3 the retail client never stores a quest flag, never evaluates an emote, and is never told a flag changed. It learns about quests three ways: dialog strings the server already formatted, generic error toasts, and the contract tracker. Two of the three ship. So H.3's remaining client scope is this campaign, and the emote VM is explicitly out of it.

Measured ground truth

The panel

LayoutDump --find 0x1000004B (the UIElement::RegisterElementClass id from gmContractsUI::Register @0x00499C80 — registration keys on the element's Type, not its id) finds the class in six layouts. 0x21000069 holds it as a standalone 300x500 root (0x100005CD); the rest embed it at 300x575 inside window chrome.

Authored children of 0x100005CD:

Element Type Rect Reading
0x100005CE 1 8,8 80x18 header button
0x100005D6 1 160,8 80x18 header button
0x100005CF 5 8,30 270x298 the contract list
0x100005D0 11 278,30 16x298 its scrollbar
0x100005D8/0x100005DF 12 y=332 label / value
0x100005D9/0x100005E0 12 y=352 label / value
0x100005DA/0x100005E1 12 y=372 label / value
0x100005DB/0x100005E2 12 y=392 label / value
0x100005DE 12 8,418 270x52 description block
0x100005DD, 0x100005E3, 0x100005DC 12/12/1 y=468 button row

The wire

Both opcodes are already NAMED in GameEventType.cs and nothing parses them — the bytes arrive and are dropped.

0x0315 SendClientContractTracker — one tracker plus two flags:

uint32 Version
uint32 ContractId
uint32 Stage
double TimeWhenDone
double TimeWhenRepeats
uint32 DeleteContract         (bool widened)
uint32 SetAsDisplayContract   (bool widened)

0x0314 SendClientContractTrackerTable — a full replacement, as a packable hash table (PackableHashTable<unsigned long, CContractTracker> in the decomp at 0x00497C10): the familiar u16 count / u16 numBuckets header, then u32 key + the 28-byte tracker per entry. NO trailing flags on this path.

Source: ContractTrackerExtensions.Write, GameEventSendClientContractTracker, ContractManager.Write in ACE; cross-checked against the retail decomp's own PackableHashTable<unsigned long,CContractTracker> instantiations.

ContractStage: 1 Available, 2 InProgress, 3 DoneOrPendingRepeat, 4 + n ProgressCounter with n steps done.

gmContractsUI::FillProgressString @0x00498DE0 — the one real algorithm

Recovered whole. The x87 compares are the standard fcom + sahf pattern; (status & 0x41) != 0 tests C0|C3, i.e. <= 0.

stage 1                    -> "Available"
stage 2                    -> "In Progress"
stage 3:
    if TimeWhenRepeats <= 0
        -> QuestflagRepeatTime empty ? "Done" : "Available"
    remaining = TimeWhenRepeats - (now - timeOfServerUpdate)
    if remaining <= 0      -> "Available"
    else                   -> "Done (" + DeltaTimeToString(remaining) + " to Repeat)"
stage >= 4:
    if DescriptionProgress empty -> "In Progress"
    else                         -> sprintf(DescriptionProgress, stage - 4)

Three things a reimplementation would get wrong:

  1. TimeWhenDone is never read. Only TimeWhenRepeats drives the text.
  2. timeOfServerUpdate is not on the wire. The client stamps arrival and counts down from its own clock, so the countdown has to be anchored at parse time, not recomputed from the server value each frame.
  3. DescriptionProgress is a printf format taking one integer, stage - 4. It is not a literal string.

Slices

  • QT1 — wire. Typed records + parsers for 0x0314/0x0315, arrival stamp included. Pure; no UI, no state ownership.
  • QT2 — dat. Read ContractTable/Contract (name, description, progress description, NPC names, the three positions). Nothing reads it today; the only reference in the tree counts them in a CLI diagnostic.
  • QT3 — state. RuntimeContractState as a session-scoped J4-style owner: full replace, single add/update, delete, and the display-contract selection. Clears at generation reset.
  • QT4 — the progress string. Port FillProgressString + the retail DeltaTimeToString it calls. Table-driven tests over every stage arm.
  • QT5 — the panel. Mount 0x21000069 by the OP3/FA recipe; list, scrollbar, the four label/value rows, description, buttons.
  • QT6 — open/close. Whatever raises it in retail, plus the plugin-visible read surface from r10-quest-dialogs.md §11.6.

Definition of done

  1. Accepting a quest against live ACE shows it in the panel; completing it updates the stage; a repeatable one shows its countdown.
  2. Every ported algorithm cites its retail address.
  3. Every slice has a test that would catch its regression.