acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.
Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.
HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.
Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.
Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(9966b531 baseline 10,858/4/0; +9 = the 9 tests added). Coverage includes both
known-true rejections, the known-false success case, the tri-state unknown
case, the 12-byte wire envelope, and @pklite resolving as ClientHandled rather
than falling through to the server-text path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
44 lines
828 B
C#
44 lines
828 B
C#
namespace AcDream.UI.Abstractions;
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/// <summary>
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/// Backend-neutral identity for a command that retail executes in the client
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/// instead of sending as chat text.
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/// </summary>
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public enum ClientCommandId
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{
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/// <summary>Recall to the character's bound lifestone.</summary>
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LifestoneRecall,
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MarketplaceRecall,
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PkArenaRecall,
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PkLiteArenaRecall,
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EnterPkLite,
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HouseRecall,
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MansionRecall,
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QueryAge,
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QueryBirth,
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ToggleFrameRate,
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ToggleUiLock,
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ShowVersion,
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ShowLocation,
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ShowLastCorpseLocation,
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Die,
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ClearChat,
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SaveUi,
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LoadUi,
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SaveAutoUi,
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LoadAutoUi,
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Away,
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Consent,
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Emote,
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ListEmotes,
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Friends,
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FriendsAdd,
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FriendsRemove,
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Squelch,
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Unsquelch,
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Filter,
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Unfilter,
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ListMessageTypes,
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FillComponents,
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}
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