Five things from the user's gate.
STOP NOW ACTUALLY LOGS OUT. The UI gave the client five seconds and then
killed it. That is not enough for a graphical client to send its logout, wait
for the server to acknowledge, and tear down a mapped 28 GB world — so Stop
routinely ended in a kill, which sends the server nothing, which is exactly
what leaves the account held. Thirty seconds now, with the kill still there as
a genuine last resort, and the status says "Logging out…".
THE SERVER-SIDE HOLD IS MODELLED INSTEAD OF DISCOVERED. A session that ends
without the host running its own teardown may leave the account logged in
server-side for minutes. Launching again inside that window does not queue or
retry — it fails with a bare "CharacterList not received", which reads as a
broken launcher rather than a busy server. The orchestrator now records whether
each session ended gracefully (the host reported its own exit AND exited zero —
a killed or crashed child can satisfy neither) and refuses that account for
three minutes afterwards, saying how many seconds are left. A graceful exit
never starts a hold.
READABLE TERMINAL TEXT. "Exited: connection-error (code 5)" becomes "Could not
reach the server — the server may hold this account for a few minutes";
"Exited: process-exit (code 0)" becomes "Exited gracefully — logged out
cleanly". Live sessions still show the host's own status line, which is the
most informative thing available while one is running.
COLUMN HEADERS on the sessions list — ACCOUNT / CHARACTER / STATUS / DETAIL,
sharing the row template's widths so they stay aligned.
LOGOUT LANDS ON THE CHARACTER SCREEN (LU10). The toolbar X was already wired
correctly: IndicatorBarController's EndCharacterSessionButtonId 0x100000FA runs
retail's EndCharacterSession, and LiveSessionController's logout transaction
already ends by resetting the world generation and calling
CharacterSelectionState.Begin. What was missing is where that lands: the
retained UI built its character-selection and character-creation bindings only
when NO character selector was supplied, so a launcher-started session logged
out into a client with no screen to return to. The selector decides how a
session STARTS; it must not decide whether the select screen EXISTS. Both
binding sets are now unconditional.
The composition test that pinned the old gate is updated to pin the new
contract — the retained UI must not branch on the selector at all — rather than
being deleted.
App 5380 passed, Launcher.Core 336, Launcher 76, Headless 169. Not pushed; the
user is testing locally.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>