acdream/tests/AcDream.App.Tests/UI/Layout/CharacterTitleResolverLiveDatTests.cs
Erik bcfddc97e7 feat(CT): CT2 — Runtime character-title ownership + wire
Campaign CT slice CT2: the client now learns the character's earned
titles and current display title from the server, owns that state in
Runtime, and can send a display-title change. No UI (CT3/CT4).

Wire (Core.Net):
- GameEvents.ParseCharacterTitleTable (0x0029 CharacterTitle): retail
  CharacterTitleTable::UnPack @0x005c6e90 skips a leading u32 into no
  field — its own Pack @0x005c6e40 always writes the literal 1 there,
  matching ACE's unconditional Writer.Write(1u) — then reads
  displayTitleId, then a count-prefixed PList<uint> of earned ids.
- GameEvents.ParseUpdateTitle (0x002B UpdateTitle): titleId +
  setAsDisplay, per CM_Social::DispatchUI_AddOrSetCharacterTitle
  @0x006a54c0 -> Handle_Social__AddOrSetCharacterTitle @0x00564260,
  which ALWAYS adds (SendNotice_AddCharacterTitle, unconditional) and
  additionally sets display only when setAsDisplay != 0
  (SendNotice_SetDisplayCharacterTitle, gated).
- SocialActions.BuildTitleSet / WorldSession.SendSetTitle: outbound
  TitleSet (0x002C), u32 titleId, matching ACE's GameActionSetTitle.
- GameEventWiring gains onCharacterTitleTable/onUpdateTitle delegate
  holes (Core.Net cannot reference AcDream.Runtime directly).

Runtime:
- New RuntimeCharacterTitleState (RuntimeCharacterState.Titles): earned
  title id set + display title id, TableReplaced/TitleAdded/
  DisplayTitleChanged events matching retail's unconditional-add /
  gated-display-set contract, clears at generation reset.
  RuntimeCharacterOwnershipSnapshot/CaptureOwnership/IsConverged and
  RuntimeCharacterSnapshot extended (trailing optional fields, no
  existing call site broken).
- IRuntimeCharacterCommands.SetTitle: generation-gated, sends
  TitleSet only — NO optimistic local mutation. Verified against
  retail's own CM_Social::Event_SetDisplayCharacterTitle @0x006a5720,
  which sends the wire message and touches no local field; the display
  title updates only from the server's own echo (the CA-campaign
  lesson: never re-add an optimistic write). Implemented on both hosts
  (DirectGameRuntimeCommandAdapter direct-send;
  CurrentGameRuntimeCommandAdapter via LiveCommandBus /
  LiveSessionCommandRouter's new SetTitleRuntimeCmd).
- LiveSessionEventRouter wires the two inbound events unconditionally
  (RuntimeCharacterState.Titles is a required child, not an optional
  sibling like Fellowship/Allegiance).

App (non-UI plumbing + resolver):
- CharacterTitleResolver (src/AcDream.App/UI/Layout/): ports
  CharacterTitleTable::GetCharacterTitleFromID @0x005c6ed0 — titleId ->
  EnumMapper(0x22000041) canonical key -> compute_str_hash ->
  StringTable(0x2300000E) localized text. Runtime stays id-only; CT3/
  CT4 consume this for display. DIDs hardcoded per the RetailKeyNames
  precedent (CT1 verified them end-to-end).

Register: no new row. Retail's send path is non-optimistic and so is
ours — no deviation to record for this slice.

Tests: wire conformance (byte-exact + truncation) in
CharacterTitleEventsTests.cs + SocialActionsTests.cs; Runtime owner
unit tests in RuntimeCharacterTitleStateTests.cs plus integration in
RuntimeCharacterStateTests.cs; a no-local-mutation command test in
DirectGameRuntimeCommandAdapterTests.cs; an InstalledDat pin
(CharacterTitleResolverLiveDatTests.cs, ids 0/1/2/3/5/13/14, run green
with ACDREAM_RUN_INSTALLED_DAT_TESTS=1). Full solution build green;
hermetic filtered suite green (15,380 passed / 0 failed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 22:03:22 +02:00

68 lines
2.9 KiB
C#

using AcDream.App.UI.Layout;
using AcDream.Content;
using DatReaderWriter;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Campaign CT slice CT2 (2026-08-24) pin: <see cref="CharacterTitleResolver"/>
/// against the installed DAT set, end to end (EnumMapper 0x22000041 -&gt;
/// compute_str_hash -&gt; StringTable 0x2300000E). CT1's research doc
/// (docs/research/2026-08-24-campaign-ct-dat-ground-truth.md §5) verified
/// id 13 == "War Mage" against ACE's <c>CharacterTitle.WarMage</c>; this
/// pin adds several more low-ordinal ids from the same enum
/// (<c>CharacterTitle.cs</c>: Invalid=0, Adventurer=1, Archer=2,
/// Blademaster=3, LifeMage=5, Wayfarer=14) so a DAT revision or resolver
/// regression fails loudly instead of drifting unnoticed into CT3/CT4.
/// Follows the durable-pin pattern of <see cref="ChatStringsLiveDatTests"/>.
/// </summary>
[Trait("Lane", "InstalledDat")]
public sealed class CharacterTitleResolverLiveDatTests
{
private static string DatDirectory =>
Path.Combine(
System.Environment.GetFolderPath(System.Environment.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
[InstalledDatFact]
public void Resolve_PinsSeveralTitleIdsToTheirRetailDisplayStrings()
{
using var dats = new DatCollection(DatDirectory, DatReaderWriter.Options.DatAccessType.Read);
var resolver = new CharacterTitleResolver(new DatCollectionAdapter(dats));
// Retail's own early-return: id 0 (Invalid) never resolves.
Assert.Null(resolver.Resolve(0u));
Assert.Equal("Adventurer", resolver.Resolve(1u));
Assert.Equal("Archer", resolver.Resolve(2u));
Assert.Equal("Blademaster", resolver.Resolve(3u));
Assert.Equal("Life Mage", resolver.Resolve(5u));
Assert.Equal("War Mage", resolver.Resolve(13u));
Assert.Equal("Wayfarer", resolver.Resolve(14u));
}
[InstalledDatFact]
public void Resolve_UnmappedId_ReturnsNull()
{
using var dats = new DatCollection(DatDirectory, DatReaderWriter.Options.DatAccessType.Read);
var resolver = new CharacterTitleResolver(new DatCollectionAdapter(dats));
Assert.Null(resolver.Resolve(0xFFFFFFFEu));
}
[InstalledDatFact]
public void Resolve_CachesTheEnumMapperAcrossCalls()
{
// Not a durable behavioral pin — just confirms the lazy-load path
// used by the assertions above resolves the SAME value on a second
// call (the cached-mapper branch), not only on the first (cold) one.
using var dats = new DatCollection(DatDirectory, DatReaderWriter.Options.DatAccessType.Read);
var resolver = new CharacterTitleResolver(new DatCollectionAdapter(dats));
string? first = resolver.Resolve(13u);
string? second = resolver.Resolve(13u);
Assert.Equal("War Mage", first);
Assert.Equal(first, second);
}
}