The user tested Campaign CH's CODE-COMPLETE build live and reported ten defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate — round 1"). Items A-G are fixed here; the remaining three (extra chat windows on 1/2/3/4, resize working in only one corner, transparency/ artifacts) are out of scope for a fix and filed as slice CH6. A. Jump-in-air refusal never fired live: the jump block only ever evaluated input.Jump inside the grounded-charge or already-charging branches. PlayerMovementController now detects the press RISING EDGE while airborne and reports WeenieError.NotGrounded once per press, leaving the grounded charge/fire path untouched. B. ChatVM's invented "[System] " prefix is dropped — retail prints system text bare. [Popup] is unchanged (AP-175). C. SpewBoxController's color is now the user-pinned exact value (1, 1, 0.247, 1), the same bright yellow as an incoming Tell. Register row AP-178 updated: color CLOSES, size/position/font stay open per the user's live report that they still differ. D. Closes #329: PortalTunnelPresentation now emits the portal wait cue unconditionally on every rotation-segment boundary, matching gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating on a 5-second hold local transits never reached. PortalWaitNotice Controller now renders it in the same pinned yellow as item C. Register row AP-150 retired. E. Closes #362: new ClientCommandResponses.cs parses and renders the four previously-unhandled inbound GameEvents (ChannelIndex, ChannelList, AvailableHouses, AllegianceInfoResponse), each ported line-for-line from the named-retail decomp's inbound handlers. Register row TS-70 retired. F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n' first, then word-wraps each segment independently — server text like /help's reply no longer collapses onto one line. G. The chat input field's right edge no longer holds a fixed absolute pixel position across a window resize; Bind now upgrades it to retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch fallback so it tracks the window's client width instead of overflowing past a narrower resize. Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline 12,221/4/0 + 26 new tests across items A, E, F, G). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1000 lines
50 KiB
C#
1000 lines
50 KiB
C#
using System;
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using System.Linq;
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using AcDream.Core.Chat;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Player;
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using AcDream.Core.Spells;
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using AcDream.Core.Social;
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namespace AcDream.Core.Net;
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/// <summary>
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/// Central registration point that wires every parsed GameEvent from
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/// <see cref="GameEventDispatcher"/> into the appropriate Core state
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/// class (<see cref="ClientObjectTable"/>, <see cref="CombatState"/>,
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/// <see cref="Spellbook"/>, <see cref="ChatLog"/>).
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///
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/// <para>
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/// Call once at startup (or on reconnect) passing the session's
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/// dispatcher + the state instances you want to feed. The returned
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/// subscription owns exactly these registrations and must be disposed
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/// before the session is replaced. A later legacy registration still
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/// overrides the corresponding default without becoming owned here.
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/// </para>
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///
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/// <para>
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/// This is the piece that makes Phase F.1's dispatcher go from "a
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/// thing that routes opcodes" to "a thing that actually populates
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/// client state so the UI can redraw". Without this glue every
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/// dispatcher handler had to be written by hand at each call site.
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/// </para>
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/// </summary>
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public static class GameEventWiring
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{
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public static IDisposable WireAll(
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GameEventDispatcher dispatcher,
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ClientObjectTable items,
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CombatState combat,
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Spellbook spellbook,
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ChatLog chat,
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LocalPlayerState? localPlayer = null,
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TurbineChatState? turbineChat = null,
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// K-fix7 (2026-04-26): server-sent skill update callback. Fires
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// whenever PlayerDescription's skill table arrives with Run (24)
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// or Jump (22) entries — we only care about those two for
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// movement physics. Caller (GameWindow) plumbs this into the
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// active PlayerMovementController + caches it for the next
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// EnterPlayerModeNow construction.
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//
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// K-fix13 (2026-04-26): the wire's `init` field is ONLY
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// InitLevel (training tier from chargen, per ACE
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// GameEventPlayerDescription.cs:317 "init_level, for
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// training/specialized bonus"). The AttributeFormula
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// contribution (Strength/Quickness/etc-derived) is computed
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// by ACE at runtime via portal.dat's SkillTable + attribute
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// currents. Without it our totals undershoot the real
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// Current skill by 50-100 points for movement skills, which
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// is why jumps looked too short. The optional
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// <c>resolveSkillFormulaBonus</c> callback lets the caller
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// (GameWindow) plug in the AttributeFormula contribution
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// using its cached SkillTable + attribute currents — when
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// present, total skill = formulaBonus + init + ranks
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// (matching ACE's CreatureSkill.Current minus
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// augs/multipliers/vitae which we still don't model).
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Action<int /*runSkill*/, int /*jumpSkill*/>? onSkillsUpdated = null,
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Func<uint /*skillId*/, IReadOnlyDictionary<uint, uint> /*attrCurrents*/, uint /*formulaBonus*/>? resolveSkillFormulaBonus = null,
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// D.5.1 Task 4: persists Shortcuts from each PlayerDescription so the
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// toolbar can populate itself at login without keeping a parser reference.
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// Optional so all existing callers and tests compile unchanged.
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Action<IReadOnlyList<ShortcutEntry>>? onShortcuts = null,
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// B-Wire: the local player's server guid. When provided, the PD handler upserts
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// the player's own PropertyBundle (EncumbranceVal etc.) into the player ClientObject.
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Func<uint>? playerGuid = null,
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Action<uint /*weenieError*/>? onUseDone = null,
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Action<AppraiseInfoParser.Parsed>? onAppraisal = null,
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ItemManaState? itemMana = null,
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Action<GameEvents.CharacterConfirmationRequest>? onConfirmationRequest = null,
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Action<GameEvents.CharacterConfirmationDone>? onConfirmationDone = null,
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FriendsState? friends = null,
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SquelchState? squelch = null,
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Action<IReadOnlyList<(uint Id, uint Amount)>>? onDesiredComponents = null,
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Action<uint /*options1*/, uint /*options2*/>? onCharacterOptions = null,
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Func<double>? clientTime = null,
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ExternalContainerState? externalContainers = null,
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// Slice 5.3: the vendor browse session owner. Matches the existing
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// itemMana/friends/squelch/externalContainers pattern — optional so
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// every existing caller compiles unchanged.
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VendorState? vendor = null,
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// Campaign CH slice CH2: the retail-faithful text/type router
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// (RuntimeCommunicationState.AddText — Core.Net cannot reference
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// AcDream.Runtime directly, so this is a delegate hole exactly like
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// every other Runtime-owned sink above). When null, WeenieError/
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// WeenieErrorWithString/CommunicationTransientString/UseDone fall
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// back to their pre-CH2 behavior (still text-correct via the full
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// WeenieErrorMessages table, just without the SpewBox split) so
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// every existing caller compiles and behaves unchanged.
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Action<string, RetailLogTextType>? onInterfaceText = null,
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Func<bool>? accepting = null)
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{
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ArgumentNullException.ThrowIfNull(dispatcher);
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ArgumentNullException.ThrowIfNull(items);
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ArgumentNullException.ThrowIfNull(combat);
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ArgumentNullException.ThrowIfNull(spellbook);
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ArgumentNullException.ThrowIfNull(chat);
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clientTime ??= static () => 0d;
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var registrar = new OwnedGameEventRegistrar(dispatcher, accepting);
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using var construction = new RegistrationBuildScope(registrar);
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// ── Chat ──────────────────────────────────────────────────
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registrar.Register(GameEventType.ChannelBroadcast, e =>
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{
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var p = GameEvents.ParseChannelBroadcast(e.Payload.Span);
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// logTextType left unset — ChatLog.OnChannelBroadcast derives it
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// from ChannelId via LegacyChannelChatType.Resolve(ownSend: false),
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// the correct branch for this inbound (hear) 0x0147 handler.
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if (p is not null) chat.OnChannelBroadcast(p.Value.ChannelId, p.Value.SenderName, p.Value.Message);
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});
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registrar.Register(GameEventType.Tell, e =>
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{
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var p = GameEvents.ParseTell(e.Payload.Span);
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// p.Value.ChatType is the wire LogTextType (normally 0x03 Tell) —
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// passed through verbatim, matching HearSpeech's zero-remap rule.
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if (p is not null)
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chat.OnTellReceived(p.Value.SenderName, p.Value.Message, p.Value.SenderGuid, p.Value.ChatType);
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});
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registrar.Register(GameEventType.CommunicationTransientString, e =>
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{
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// 0x02EB carries no chat type on the wire (see ParseTransient) —
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// retail doesn't need one, because
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// Handle_Communication__TransientString @0x0057D460
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// HARDCODES the destination:
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// AddTextToScroll(text, 0x1A, 1, 0). Every 0x02EB message is
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// SpewBox, unconditionally, regardless of who's the recipient
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// (research doc §1.3/§2.4) — this corrects Campaign CH slice
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// CH1's routing note, which assumed "server-driven" implied
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// "not client-local" (it doesn't; retail's routing key is the
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// TYPE ARGUMENT the handler passes, not who initiated the text).
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var s = GameEvents.ParseTransient(e.Payload.Span);
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if (s is null) return;
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if (onInterfaceText is not null)
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onInterfaceText(s, RetailLogTextType.ClientLocal);
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else
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chat.OnSystemMessage(s, chatType: (uint)RetailLogTextType.ClientLocal);
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});
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registrar.Register(GameEventType.PopupString, e =>
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{
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var s = GameEvents.ParsePopupString(e.Payload.Span);
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if (s is not null) chat.OnPopup(s);
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});
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registrar.Register(GameEventType.QueryAgeResponse, e =>
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{
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var p = GameEvents.ParseQueryAgeResponse(e.Payload.Span);
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if (p is null) return;
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string text = string.IsNullOrEmpty(p.Value.Name)
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? $"You have played for {p.Value.Age}."
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: $"{p.Value.Name} has played for {p.Value.Age}.";
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// Decomp-confirmed 0x00 Default:
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// CM_Character::DispatchUI_QueryAgeResponse @0x006A2E40 ->
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// Handle_Character__QueryAgeResponse @0x005711D0 ->
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// AddTextToScroll(..., 0, 1, 0), pc:382186.
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chat.OnSystemMessage(text, chatType: 0u);
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});
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// #362 / register row TS-70 (Campaign CH user-gate round 1, item E):
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// @index/@clist/@hslist/@allegiance info sent byte-correct requests
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// with no inbound handler — ACE's reply was silently dropped. All
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// four render LogTextType 0x00 Default lines, matching their retail
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// handlers exactly (see ClientCommandResponses' per-method doc
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// comments for the named-retail anchors).
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registrar.Register(GameEventType.ChannelIndex, e =>
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{
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var channels = ClientCommandResponses.ParseChannelIndex(e.Payload.Span);
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if (channels is null) return;
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foreach (string line in ClientCommandResponses.FormatChannelIndexLines(channels))
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chat.OnSystemMessage(line, chatType: 0u);
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});
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registrar.Register(GameEventType.ChannelList, e =>
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{
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var names = ClientCommandResponses.ParseChannelList(e.Payload.Span);
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if (names is null) return;
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foreach (string line in ClientCommandResponses.FormatChannelListLines(names))
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chat.OnSystemMessage(line, chatType: 0u);
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});
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registrar.Register(GameEventType.AvailableHouses, e =>
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{
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var houses = ClientCommandResponses.ParseAvailableHouses(e.Payload.Span);
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if (houses is null) return;
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foreach (string line in ClientCommandResponses.FormatAvailableHousesLines(houses.Value))
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chat.OnSystemMessage(line, chatType: 0u);
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});
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registrar.Register(GameEventType.AllegianceInfoResponse, e =>
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{
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var info = ClientCommandResponses.ParseAllegianceInfoResponse(e.Payload.Span);
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if (info is null) return;
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foreach (string line in ClientCommandResponses.FormatAllegianceInfoLines(info.Value))
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chat.OnSystemMessage(line, chatType: 0u);
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});
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if (onConfirmationRequest is not null)
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{
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registrar.Register(GameEventType.CharacterConfirmationRequest, e =>
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{
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var request = GameEvents.ParseCharacterConfirmationRequest(e.Payload.Span);
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if (request is not null)
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onConfirmationRequest(request.Value);
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});
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}
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if (onConfirmationDone is not null)
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{
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registrar.Register(GameEventType.CharacterConfirmationDone, e =>
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{
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var done = GameEvents.ParseCharacterConfirmationDone(e.Payload.Span);
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if (done is not null)
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onConfirmationDone(done.Value);
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});
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}
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if (friends is not null)
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{
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registrar.Register(GameEventType.FriendsListUpdate, e =>
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{
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FriendsUpdate? update = SocialStateMessages.ParseFriendsUpdate(e.Payload.Span);
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if (update is not null) friends.Apply(update);
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});
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}
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if (squelch is not null)
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{
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registrar.Register(GameEventType.SetSquelchDB, e =>
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{
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SquelchDatabase? database = SocialStateMessages.ParseSquelchDatabase(e.Payload.Span);
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if (database is not null) squelch.Replace(database);
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});
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}
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// ── TurbineChat channel list (0x0295 SetTurbineChatChannels) ─────
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// Phase I.6: arrives once at login (and after chat-server reconnect)
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// listing the per-session room ids assigned to General / Trade /
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// LFG / Roleplay / Society / Olthoi (and the optional Allegiance
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// Turbine room). Without this the TurbineChat outbound path stays
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// disabled and the chat panel falls back to the legacy ChatChannel
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// GameAction. See holtburger client/messages.rs:220-223 for the
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// server-message handling pattern.
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if (turbineChat is not null)
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{
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registrar.Register(GameEventType.SetTurbineChatChannels, e =>
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{
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var p = SetTurbineChatChannels.TryParse(e.Payload.Span);
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if (p is null) return;
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turbineChat.OnChannelsReceived(
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allegianceRoom: p.Value.AllegianceRoom,
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generalRoom: p.Value.GeneralRoom,
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tradeRoom: p.Value.TradeRoom,
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lfgRoom: p.Value.LfgRoom,
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roleplayRoom: p.Value.RoleplayRoom,
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olthoiRoom: p.Value.OlthoiRoom,
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societyRoom: p.Value.SocietyRoom,
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societyCelestialHandRoom: p.Value.SocietyCelestialHandRoom,
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societyEldrytchWebRoom: p.Value.SocietyEldrytchWebRoom,
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societyRadiantBloodRoom: p.Value.SocietyRadiantBloodRoom);
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// Diagnostic: confirm the channel ids landed. Without
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// this print there's no easy way to tell from the live
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// log whether ACE actually sent 0x0295 or whether
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// outbound /g /trade /lfg are silently falling back to
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// the (broken) legacy ChatChannel path.
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Console.WriteLine(
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$"chat: SetTurbineChatChannels parsed enabled={turbineChat.Enabled} " +
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$"general=0x{p.Value.GeneralRoom:X8} trade=0x{p.Value.TradeRoom:X8} " +
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$"lfg=0x{p.Value.LfgRoom:X8} roleplay=0x{p.Value.RoleplayRoom:X8} " +
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$"society=0x{p.Value.SocietyRoom:X8} olthoi=0x{p.Value.OlthoiRoom:X8} " +
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$"allegiance=0x{p.Value.AllegianceRoom:X8}");
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});
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}
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// ── Errors ───────────────────────────────────────────────
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// Phase I.5: WeenieError + WeenieErrorWithString parsers existed
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// (GameEvents.ParseWeenieError(WithString)) but were never registered.
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// The server fires these for game-logic failures: "not enough mana",
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// "can't pick that up", "your spell fizzled".
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//
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// Campaign CH slice CH2: retail resolves BOTH the display text and
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// the AddTextToScroll destination type from the SAME per-id switch
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// (ClientCommunicationSystem::HandleFailureEvent @0x00571990 — see
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// WeenieErrorMessages' full 344-row port). When a router is wired
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// (the production path), the resolved type decides chat vs SpewBox;
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// otherwise this falls back to a direct chat append so callers that
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// don't wire the router (older tests) keep a working, if
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// SpewBox-less, path.
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//
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// REJECT-review rework (SHOULD-FIX 3/4,
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// docs/research/2026-08-09-ch2-review-findings.md): the legacy
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// fallback no longer routes through the deleted ChatLog.OnWeenieError
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// (SHOULD-FIX 3 — that chokepoint bypass is retired everywhere, not
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// just at the ShowWeenieError call site) and an unmapped id resolves
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// to a null Text — retail's switch has no default case, so it
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// produces NO text toward the player (SHOULD-FIX 4). Both branches
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// below skip display for a null Text and log the raw id instead, so
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// an unmapped code stays visible to US without ever reaching chat.
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registrar.Register(GameEventType.WeenieError, e =>
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{
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var code = GameEvents.ParseWeenieError(e.Payload.Span);
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if (code is null) return;
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if (WeenieErrorMessages.IsSilentClientControlStatus(code.Value)) return;
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var (text, type) = WeenieErrorMessages.Resolve(code.Value, null);
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if (text is null)
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{
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Console.WriteLine($"[weenie-error] unmapped code=0x{code.Value:X4}");
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return;
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}
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if (onInterfaceText is not null)
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onInterfaceText(text, type);
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else
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chat.OnSystemMessage(text, chatType: (uint)type);
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});
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registrar.Register(GameEventType.WeenieErrorWithString, e =>
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{
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var p = GameEvents.ParseWeenieErrorWithString(e.Payload.Span);
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if (p is null) return;
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if (WeenieErrorMessages.IsSilentClientControlStatus(p.Value.ErrorCode)) return;
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var (text, type) = WeenieErrorMessages.Resolve(p.Value.ErrorCode, p.Value.Interpolation);
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if (text is null)
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{
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Console.WriteLine(
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$"[weenie-error] unmapped code=0x{p.Value.ErrorCode:X4} param={p.Value.Interpolation}");
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return;
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}
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if (onInterfaceText is not null)
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onInterfaceText(text, type);
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else
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chat.OnSystemMessage(text, chatType: (uint)type);
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});
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// ── Combat ────────────────────────────────────────────────
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registrar.Register(GameEventType.UpdateHealth, e =>
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{
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var p = GameEvents.ParseUpdateHealth(e.Payload.Span);
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if (p is not null) combat.OnUpdateHealth(p.Value.TargetGuid, p.Value.HealthPercent);
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});
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if (itemMana is not null)
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{
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registrar.Register(GameEventType.QueryItemManaResponse, e =>
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{
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var p = GameEvents.ParseQueryItemManaResponse(e.Payload.Span);
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if (p is not null)
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itemMana.OnQueryItemManaResponse(
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p.Value.ItemGuid, p.Value.ManaPercent, p.Value.Valid);
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});
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}
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registrar.Register(GameEventType.VictimNotification, e =>
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{
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var p = GameEvents.ParseVictimNotification(e.Payload.Span);
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// VictimNotification (0x01AC) and KillerNotification (0x01AD)
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// both dispatch through the SAME retail handler,
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// ClientCombatSystem::HandleKillerNotificationEvent @0x0056C410
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// (pc:359548-359559), which calls AddTextToScroll(..., 0, 1, 0)
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// — LogTextType 0x00 Default, not a combat color.
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if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, logTextType: 0x00u, kind: CombatLineKind.Error);
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});
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registrar.Register(GameEventType.DefenderNotification, e =>
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{
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var p = GameEvents.ParseDefenderNotification(e.Payload.Span);
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if (p is not null) combat.OnDefenderNotification(
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p.Value.AttackerName, 0u, p.Value.DamageType,
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p.Value.Damage, p.Value.HitQuadrant, p.Value.Critical);
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});
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registrar.Register(GameEventType.AttackerNotification, e =>
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{
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var p = GameEvents.ParseAttackerNotification(e.Payload.Span);
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if (p is not null) combat.OnAttackerNotification(
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p.Value.DefenderName, p.Value.DamageType, p.Value.Damage, (float)p.Value.HealthPercent);
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});
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registrar.Register(GameEventType.EvasionAttackerNotification, e =>
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{
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var name = GameEvents.ParseEvasionAttackerNotification(e.Payload.Span);
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if (name is not null) combat.OnEvasionAttackerNotification(name);
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});
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registrar.Register(GameEventType.EvasionDefenderNotification, e =>
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|
{
|
|
var name = GameEvents.ParseEvasionDefenderNotification(e.Payload.Span);
|
|
if (name is not null) combat.OnEvasionDefenderNotification(name);
|
|
});
|
|
registrar.Register(GameEventType.AttackDone, e =>
|
|
{
|
|
var p = GameEvents.ParseAttackDone(e.Payload.Span);
|
|
if (p is not null) combat.OnAttackDone(p.Value.AttackSequence, p.Value.WeenieError);
|
|
});
|
|
registrar.Register(GameEventType.CombatCommenceAttack, e =>
|
|
{
|
|
if (GameEvents.ParseCombatCommenceAttack(e.Payload.Span))
|
|
combat.OnCombatCommenceAttack();
|
|
});
|
|
registrar.Register(GameEventType.KillerNotification, e =>
|
|
{
|
|
var p = GameEvents.ParseKillerNotification(e.Payload.Span);
|
|
// Same handler/type as VictimNotification above — 0x00 Default.
|
|
if (p is not null) chat.OnCombatLine(p.Value.DeathMessage, logTextType: 0x00u, kind: CombatLineKind.Info);
|
|
});
|
|
|
|
// ── Spells ────────────────────────────────────────────────
|
|
registrar.Register(GameEventType.MagicUpdateSpell, e =>
|
|
{
|
|
var spellId = GameEvents.ParseMagicUpdateSpell(e.Payload.Span);
|
|
if (spellId is not null) spellbook.OnSpellLearned(spellId.Value);
|
|
});
|
|
registrar.Register(GameEventType.MagicRemoveSpell, e =>
|
|
{
|
|
var spellId = GameEvents.ParseMagicRemoveSpell(e.Payload.Span);
|
|
if (spellId is not null) spellbook.OnSpellForgotten(spellId.Value);
|
|
});
|
|
registrar.Register(GameEventType.MagicUpdateEnchantment, e =>
|
|
{
|
|
var p = GameEvents.ParseMagicUpdateEnchantment(e.Payload.Span);
|
|
if (p is not null) spellbook.OnEnchantmentAdded(ToActiveEnchantment(p.Value, clientTime()));
|
|
});
|
|
registrar.Register(GameEventType.MagicUpdateMultipleEnchantments, e =>
|
|
{
|
|
var entries = GameEvents.ParseMagicUpdateMultipleEnchantments(e.Payload.Span);
|
|
if (entries is not null)
|
|
{
|
|
double receivedAt = clientTime();
|
|
spellbook.OnEnchantmentsAdded(entries.Select(entry =>
|
|
ToActiveEnchantment(entry, receivedAt)));
|
|
}
|
|
});
|
|
registrar.Register(GameEventType.MagicRemoveEnchantment, e =>
|
|
{
|
|
var p = GameEvents.ParseMagicRemoveEnchantment(e.Payload.Span);
|
|
if (p is not null) spellbook.OnEnchantmentRemoved(p.Value.Layer, p.Value.SpellId);
|
|
});
|
|
registrar.Register(GameEventType.MagicRemoveMultipleEnchantments, e =>
|
|
{
|
|
var entries = GameEvents.ParseMagicLayeredSpellList(e.Payload.Span);
|
|
if (entries is not null)
|
|
spellbook.OnEnchantmentsRemoved(entries.Select(item => ((uint)item.SpellId, (uint)item.Layer)));
|
|
});
|
|
registrar.Register(GameEventType.MagicDispelEnchantment, e =>
|
|
{
|
|
var p = GameEvents.ParseMagicDispelEnchantment(e.Payload.Span);
|
|
if (p is not null) spellbook.OnEnchantmentRemoved(p.Value.Layer, p.Value.SpellId);
|
|
});
|
|
registrar.Register(GameEventType.MagicDispelMultipleEnchantments, e =>
|
|
{
|
|
var entries = GameEvents.ParseMagicLayeredSpellList(e.Payload.Span);
|
|
if (entries is not null)
|
|
spellbook.OnEnchantmentsRemoved(entries.Select(item => ((uint)item.SpellId, (uint)item.Layer)));
|
|
});
|
|
registrar.Register(GameEventType.MagicPurgeEnchantments,
|
|
_ => spellbook.OnPurgeAll());
|
|
registrar.Register(GameEventType.MagicPurgeBadEnchantments,
|
|
_ => spellbook.OnPurgeBadEnchantments());
|
|
|
|
// ── Inventory ─────────────────────────────────────────────
|
|
registrar.Register(GameEventType.WieldObject, e =>
|
|
{
|
|
var p = GameEvents.ParseWieldObject(e.Payload.Span);
|
|
if (p is null) return;
|
|
|
|
uint wielderGuid = playerGuid?.Invoke() ?? 0u;
|
|
items.ApplyConfirmedServerWield(
|
|
p.Value.ItemGuid,
|
|
wielderGuid,
|
|
(AcDream.Core.Items.EquipMask)p.Value.EquipLoc);
|
|
});
|
|
registrar.Register(GameEventType.InventoryPutObjInContainer, e =>
|
|
{
|
|
var p = GameEvents.ParsePutObjInContainer(e.Payload.Span);
|
|
if (p is null) return;
|
|
|
|
items.ApplyConfirmedServerMove(
|
|
p.Value.ItemGuid,
|
|
p.Value.ContainerGuid,
|
|
newWielderId: 0u,
|
|
newSlot: (int)p.Value.Placement,
|
|
containerTypeHint: p.Value.ContainerType);
|
|
});
|
|
|
|
// AP-129 (Campaign P Slice P4 review fix, 2026-07-30): House_UpdateRestrictions
|
|
// (0x0248) — live refresh of a house object's guest/ban list. Feeds
|
|
// ObjectInfo.CheckEntryRestrictions' CanMoveInto port. No-ops if the house
|
|
// object hasn't arrived via CreateObject yet (UpdateHouseRestrictions
|
|
// returns false), matching every other targeted property update here.
|
|
registrar.Register(GameEventType.HouseUpdateRestrictions, e =>
|
|
{
|
|
var p = GameEvents.ParseHouseUpdateRestrictions(e.Payload.Span);
|
|
if (p is null) return;
|
|
|
|
items.UpdateHouseRestrictions(p.Value.SenderId, p.Value.Restrictions);
|
|
});
|
|
|
|
// Slice 5.3: ApproachVendor (0x0062) — the sole wire message that
|
|
// opens a vendor's shop; it rides the ordinary Use action, there is
|
|
// no separate "open vendor" opcode (research doc
|
|
// docs/research/2026-08-08-slice5-vendor-browse-research.md §A.1-A.2).
|
|
// Every event is a COMPLETE REPLACE (§A.3) — VendorState.Apply is a
|
|
// single-phase authoritative-replace call, matching that contract.
|
|
// A malformed payload is dropped silently: every sibling handler in
|
|
// this section (WieldObject, InventoryPutObjInContainer,
|
|
// HouseUpdateRestrictions above, ViewContents/CloseGroundContainer
|
|
// below) uses the same `if (p is null) return;` shape with no
|
|
// logging — there is no established parse-failure logging
|
|
// convention in this file to deviate from.
|
|
registrar.Register(GameEventType.ApproachVendor, e =>
|
|
{
|
|
var p = VendorApproach.TryParse(e.Payload.Span);
|
|
if (VendorDiagnostics.DumpVendorEnabled)
|
|
{
|
|
Console.WriteLine(
|
|
$"[vendor-diag] ApproachVendor(0x0062) inbound parsed={p is not null} "
|
|
+ $"vendorGuid={(p is null ? "n/a" : $"0x{p.Value.VendorGuid:X8}")} "
|
|
+ $"itemCount={(p is null ? "n/a" : p.Value.Items.Count.ToString())}");
|
|
}
|
|
if (p is null) return;
|
|
|
|
var profile = new VendorShopProfile(
|
|
p.Value.Profile.MerchandiseItemTypes,
|
|
p.Value.Profile.MerchandiseMinValue,
|
|
p.Value.Profile.MerchandiseMaxValue,
|
|
p.Value.Profile.DealMagicalItems,
|
|
p.Value.Profile.BuyPrice,
|
|
p.Value.Profile.SellPrice,
|
|
p.Value.Profile.AlternateCurrencyWcid,
|
|
p.Value.Profile.AlternateCurrencyAmount,
|
|
p.Value.Profile.AlternateCurrencyPluralName);
|
|
|
|
var shopItems = new VendorShopItem[p.Value.Items.Count];
|
|
for (int i = 0; i < shopItems.Length; i++)
|
|
{
|
|
VendorApproach.ItemProfile item = p.Value.Items[i];
|
|
if (VendorDiagnostics.DumpVendorEnabled && i < 5)
|
|
{
|
|
Console.WriteLine(
|
|
$"[vendor-diag] ApproachVendor wire-item[{i}] guid=0x{item.ItemGuid:X8} "
|
|
+ $"name={item.Desc.Name ?? "null"} "
|
|
+ $"descStackSize={(item.Desc.StackSize is { } ds ? ds.ToString() : "null")} "
|
|
+ $"stackSizeMax={(item.Desc.StackSizeMax is { } sm ? sm.ToString() : "null")}");
|
|
}
|
|
shopItems[i] = new VendorShopItem(
|
|
item.ItemGuid,
|
|
item.StackSize,
|
|
item.Desc.WeenieClassId,
|
|
item.Desc.Name,
|
|
item.Desc.ItemType,
|
|
item.Desc.IconId,
|
|
item.Desc.Value,
|
|
// Slice 5.3 review fix 2: the DESC's own StackSize (NOT
|
|
// item.StackSize above, ItemProfile's separate packed
|
|
// supply-count field) -- VendorPricing.PerUnitValue's
|
|
// divisor for turning Value's stack-total wire number
|
|
// into a per-unit display price.
|
|
item.Desc.StackSize,
|
|
// Grand-gate finding R1 (register AP-169 correction):
|
|
// the item TYPE's authored stack ceiling (retail
|
|
// PublicWeenieDesc::_maxStackSize) — see
|
|
// VendorShopItem.MaxStackSize's doc comment.
|
|
item.Desc.StackSizeMax,
|
|
// Slice 5.4 review fix F5: forward the icon overlay/
|
|
// underlay/effects PublicWeenieDescParser already
|
|
// captures, so a shop item's icon composites the same
|
|
// way ExternalContainerController.CreateCell's does.
|
|
item.Desc.IconUnderlayId,
|
|
item.Desc.IconOverlayId,
|
|
item.Desc.UiEffects,
|
|
// Slice 5.4 review fix F2/F3: forward the plural name so
|
|
// the browse panel can show "100 Arrows" instead of
|
|
// fabricating a plural.
|
|
item.Desc.PluralName);
|
|
}
|
|
|
|
vendor?.Apply(p.Value.VendorGuid, profile, shopItems);
|
|
});
|
|
|
|
// ViewContents (0x0196) — the server's AUTHORITATIVE full contents list for a container you
|
|
// opened (Use 0x0036). Treat it as a full projection-only REPLACE: update membership without
|
|
// inventing ContainerSlot values, then publish one ContainerContentsReplaced notification so
|
|
// every UI consumer repaints from the same snapshot. Retail: ClientUISystem::OnViewContents.
|
|
registrar.Register(GameEventType.ViewContents, e =>
|
|
{
|
|
var p = GameEvents.ParseViewContents(e.Payload.Span);
|
|
if (p is null) return;
|
|
var entries = new ContainerContentEntry[p.Value.Items.Count];
|
|
for (int i = 0; i < entries.Length; i++)
|
|
entries[i] = new ContainerContentEntry(
|
|
p.Value.Items[i].Guid,
|
|
p.Value.Items[i].ContainerType);
|
|
items.ReplaceContents(p.Value.ContainerGuid, entries);
|
|
externalContainers?.ApplyViewContents(p.Value.ContainerGuid);
|
|
});
|
|
|
|
// B-Wire: InventoryPutObjectIn3D (0x019A) — server confirms an item dropped
|
|
// to the world. Unparent it from its container (it's now a ground object) so
|
|
// the inventory grid drops the cell; the object itself survives.
|
|
registrar.Register(GameEventType.InventoryPutObjectIn3D, e =>
|
|
{
|
|
var guid = GameEvents.ParsePutObjectIn3D(e.Payload.Span);
|
|
if (guid is not null)
|
|
{
|
|
items.ApplyConfirmedServerMove(
|
|
guid.Value,
|
|
newContainerId: 0u,
|
|
newWielderId: 0u);
|
|
}
|
|
});
|
|
|
|
// B-Drag: InventoryServerSaveFailed (0x00A0) — server rejected an optimistic move.
|
|
// Snap the item back to its pre-move slot. Log only when there was no pending move
|
|
// (a server-initiated failure on a non-optimistic path).
|
|
registrar.Register(GameEventType.InventoryServerSaveFailed, e =>
|
|
{
|
|
var p = GameEvents.ParseInventoryServerSaveFailed(e.Payload.Span);
|
|
if (p is null) return;
|
|
// B-Drag: the server rejected an optimistic move — snap the item back to its pre-move slot.
|
|
var item = items.Get(p.Value.ItemGuid);
|
|
string itemInfo = item is null
|
|
? "unknown"
|
|
: $"'{item.Name}' valid=0x{(uint)item.ValidLocations:X8} equip=0x{(uint)item.CurrentlyEquippedLocation:X8} priority=0x{item.Priority:X8} container=0x{item.ContainerId:X8} wielder=0x{item.WielderId:X8}";
|
|
bool rolledBack = items.RejectMove(p.Value.ItemGuid, p.Value.WeenieError);
|
|
Console.WriteLine($"[B-Drag] InventoryServerSaveFailed guid=0x{p.Value.ItemGuid:X8} err=0x{p.Value.WeenieError:X} rolledBack={rolledBack} item={itemInfo}");
|
|
});
|
|
|
|
// UseDone (0x01C7) — the Use/UseWithTarget completion signal. A non-zero
|
|
// code is a WeenieError refusal ("You are not trained in healing!" etc.).
|
|
//
|
|
// Campaign CH slice CH2: folds the former 4-entry
|
|
// WeenieErrorText.cs (#202 / register AP-74) into the full
|
|
// WeenieErrorMessages table, which resolves both the text AND the
|
|
// real per-code retail destination type (most UseDone refusal codes
|
|
// — 0x1D/0x4EB/0x4FC/0x4FE among them — route to the SpewBox, not
|
|
// chat, per HandleFailureEvent) instead of the previous hardcoded
|
|
// chatType 0.
|
|
registrar.Register(GameEventType.UseDone, e =>
|
|
{
|
|
uint? err = GameEvents.ParseUseDone(e.Payload.Span);
|
|
if (VendorDiagnostics.DumpVendorEnabled)
|
|
{
|
|
Console.WriteLine(
|
|
$"[vendor-diag] UseDone(0x01C7) inbound parsed={err is not null} "
|
|
+ $"err={(err is null ? "n/a" : $"0x{err.Value:X4}")}");
|
|
}
|
|
if (err is null) return;
|
|
// Already the diagnostics-only log line SHOULD-FIX 4 asks for —
|
|
// it fires unconditionally, so an unmapped code below stays
|
|
// visible to US even though it produces no player-facing text.
|
|
Console.WriteLine($"[use-done] err=0x{err.Value:X4}");
|
|
onUseDone?.Invoke(err.Value);
|
|
if (err.Value == 0) return;
|
|
|
|
// NIT 6 (docs/research/2026-08-09-ch2-review-findings.md):
|
|
// aligned with the WeenieError/WeenieErrorWithString handlers
|
|
// above, which check this before resolving. Harmless either
|
|
// way today — 0x3B/0x3C have no HandleFailureEvent case, so
|
|
// WeenieErrorMessages.Resolve already returns a null Text for
|
|
// them — but an explicit early-out here is more direct than
|
|
// relying on that coincidence, and guards against a future
|
|
// table addition accidentally making one of these two
|
|
// resolvable when retail's own switch genuinely has no case
|
|
// for either.
|
|
if (WeenieErrorMessages.IsSilentClientControlStatus(err.Value)) return;
|
|
|
|
var (text, type) = WeenieErrorMessages.Resolve(err.Value, null);
|
|
if (text is null) return;
|
|
if (onInterfaceText is not null)
|
|
onInterfaceText(text, type);
|
|
else
|
|
chat.OnSystemMessage(text, chatType: (uint)type);
|
|
});
|
|
|
|
// CloseGroundContainer (0x0052): clear ClientUISystem::groundObject and
|
|
// retire the root plus nested temporary ViewContents projections. Child
|
|
// objects remain until authoritative move/delete wire says otherwise.
|
|
registrar.Register(GameEventType.CloseGroundContainer, e =>
|
|
{
|
|
var guid = GameEvents.ParseCloseGroundContainer(e.Payload.Span);
|
|
if (guid is null) return;
|
|
externalContainers?.ApplyClose(guid.Value);
|
|
items.StopViewingContentsTree(guid.Value);
|
|
});
|
|
|
|
registrar.Register(GameEventType.IdentifyObjectResponse, e =>
|
|
{
|
|
var p = AppraiseInfoParser.TryParse(e.Payload.Span);
|
|
if (p is null) return;
|
|
// Merge parsed properties into the item if we know about it.
|
|
if (p.Value.Success && items.Get(p.Value.Guid) is not null)
|
|
items.UpdateProperties(p.Value.Guid, p.Value.Properties);
|
|
if (p.Value.CreatureProfile is { HealthMax: > 0u } creature)
|
|
combat.OnUpdateHealth(
|
|
p.Value.Guid,
|
|
Math.Clamp(
|
|
(float)creature.Health / creature.HealthMax,
|
|
0f,
|
|
1f));
|
|
onAppraisal?.Invoke(p.Value);
|
|
// Spellbook from appraise: for caster items / scrolls this is
|
|
// the cast-on-use list. The local player's full learned
|
|
// spellbook arrives via PlayerDescription (0x0013), which uses
|
|
// a different wire format (see WorldSession + LocalPlayerState
|
|
// — feeds vitals from PrivateUpdateVital instead).
|
|
// The appraised spellbook belongs to that item. The local player's
|
|
// learned spell manifest arrives only in PlayerDescription.
|
|
});
|
|
|
|
// ── Player ────────────────────────────────────────────────
|
|
// PlayerDescription (0x0013) — full local-player snapshot at
|
|
// login. Distinct wire format from IdentifyObjectResponse
|
|
// (0x00C9): hand-written body with property hashtables,
|
|
// vector-flag-gated blocks, attribute block (where vitals 7/8/9
|
|
// carry their absolute current values), skills, spells, and a
|
|
// long trailer of options + inventory. See
|
|
// PlayerDescriptionParser for the full layout reference (mirrors
|
|
// holtburger events.rs:220-625).
|
|
//
|
|
// Two outputs from each parsed PlayerDescription:
|
|
// 1. LocalPlayerState absorbs vital ids 7/8/9 (Health/Stam/Mana).
|
|
// This is the ONLY way these arrive at login; PrivateUpdateVital
|
|
// delta opcodes only fire on rank-up / Enlightenment / admin
|
|
// changes — not initial sync.
|
|
// 2. Spellbook absorbs the learned spell list — for the local
|
|
// player this is the authoritative source (the per-item
|
|
// SpellBook flag in IdentifyObjectResponse is for caster
|
|
// items / scrolls only).
|
|
bool dumpPd = Environment.GetEnvironmentVariable("ACDREAM_DUMP_VITALS") == "1";
|
|
registrar.Register(GameEventType.PlayerDescription, e =>
|
|
{
|
|
var p = PlayerDescriptionParser.TryParse(e.Payload.Span);
|
|
if (dumpPd)
|
|
Console.WriteLine($"vitals: PlayerDescription body.len={e.Payload.Length} parsed={(p is null ? "NULL" : $"vec={p.Value.VectorFlags} attrs={p.Value.Attributes.Count} spells={p.Value.Spells.Count}")}");
|
|
if (p is null) return;
|
|
|
|
onCharacterOptions?.Invoke(p.Value.Options1, p.Value.Options2);
|
|
onDesiredComponents?.Invoke(p.Value.DesiredComps);
|
|
|
|
double receivedAt = clientTime();
|
|
ActiveEnchantmentRecord[] enchantments = p.Value.Enchantments
|
|
.Select(entry => ToActiveEnchantment(entry, receivedAt))
|
|
.ToArray();
|
|
spellbook.ReplaceManifest(
|
|
p.Value.Spells,
|
|
enchantments,
|
|
p.Value.HotbarSpells,
|
|
p.Value.DesiredComps,
|
|
p.Value.SpellbookFilters);
|
|
|
|
// B-Wire: deliver the player's OWN properties to the player ClientObject.
|
|
// (PD's "membership manifest" rule is about ITEMS, whose data comes from
|
|
// CreateObject; the player's own stats legitimately come from PD.) Upsert
|
|
// because PD can arrive before the player's CreateObject. Retires AP-48/AP-49.
|
|
if (playerGuid is not null)
|
|
items.UpsertProperties(playerGuid(), p.Value.Properties);
|
|
|
|
// K-fix13 (2026-04-26): build attrId → current map while
|
|
// iterating attributes so the skill-formula resolver below
|
|
// can apply (attr1.current * mult1 + attr2.current * mult2)
|
|
// / divisor + additive. "current" here = ranks + start
|
|
// (the formula-relevant attribute level pre-augs / pre-buffs).
|
|
// Built unconditionally (not inside the localPlayer guard)
|
|
// because the skill-formula resolver needs it even if no
|
|
// LocalPlayerState is wired.
|
|
var attrCurrents = new Dictionary<uint, uint>();
|
|
foreach (var attr in p.Value.Attributes)
|
|
{
|
|
// PD-attr ids 1-6 are primary attributes (Str / End
|
|
// / Coord / Quick / Focus / Self). 7/8/9 are vitals.
|
|
if (attr.AtType >= 1 && attr.AtType <= 6)
|
|
attrCurrents[attr.AtType] = attr.Ranks + attr.Start;
|
|
}
|
|
|
|
if (localPlayer is not null)
|
|
{
|
|
localPlayer.OnProperties(p.Value.Properties);
|
|
localPlayer.OnPositions(p.Value.Positions.ToDictionary(
|
|
static pair => pair.Key,
|
|
static pair => new AcDream.Core.Physics.Position(
|
|
pair.Value.LandblockId,
|
|
new System.Numerics.Vector3(
|
|
pair.Value.X, pair.Value.Y, pair.Value.Z),
|
|
new System.Numerics.Quaternion(
|
|
pair.Value.Qx, pair.Value.Qy,
|
|
pair.Value.Qz, pair.Value.Qw))));
|
|
|
|
foreach (var attr in p.Value.Attributes)
|
|
{
|
|
if (attr.Current is uint cur)
|
|
{
|
|
// Vital entry (id 7/8/9) — has absolute current.
|
|
if (dumpPd)
|
|
Console.WriteLine($"vitals: PD-vital id={attr.AtType} ranks={attr.Ranks} start={attr.Start} cur={cur}");
|
|
localPlayer.OnVitalUpdate(
|
|
vitalId: attr.AtType,
|
|
ranks: attr.Ranks,
|
|
start: attr.Start,
|
|
xp: attr.Xp,
|
|
current: cur);
|
|
}
|
|
else
|
|
{
|
|
// Primary attribute (id 1..6) — Endurance+Self feed
|
|
// the vital max formula (Endurance/2 for Health,
|
|
// Endurance for Stamina, Self for Mana).
|
|
if (dumpPd)
|
|
Console.WriteLine($"vitals: PD-attr id={attr.AtType} ranks={attr.Ranks} start={attr.Start}");
|
|
localPlayer.OnAttributeUpdate(
|
|
atType: attr.AtType,
|
|
ranks: attr.Ranks,
|
|
start: attr.Start,
|
|
xp: attr.Xp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// K-fix7 (2026-04-26): push Run + Jump skill values to the
|
|
// PlayerMovementController so the runRate / jump-arc formulas
|
|
// use the SERVER's authoritative skill instead of our
|
|
// hardcoded ACDREAM_*_SKILL defaults. ACE Skill enum
|
|
// ordinals (Skill.cs:11-37): Jump = 22, Run = 24. The
|
|
// SkillEntry.Init field is the attribute-derived initial
|
|
// component; .Ranks is XP-bought additions. Their sum is
|
|
// the closest we get to ACE's CreatureSkill.Current short
|
|
// of porting the full Aug/Multiplier/Vitae chain.
|
|
if (localPlayer is not null || onSkillsUpdated is not null)
|
|
{
|
|
int runSkill = -1;
|
|
int jumpSkill = -1;
|
|
foreach (var s in p.Value.Skills)
|
|
{
|
|
// K-fix13: total = AttributeFormula(skill, attrs)
|
|
// + InitLevel (s.Init from wire)
|
|
// + Ranks (s.Ranks from wire)
|
|
// matches ACE CreatureSkill.Current minus
|
|
// augs/multipliers/vitae. The attribute-formula
|
|
// contribution is the dominant term for movement
|
|
// skills (typically 50-100 points) and was being
|
|
// dropped pre-fix13 — that's the root cause of
|
|
// jumps being too short relative to retail.
|
|
uint formulaBonus = resolveSkillFormulaBonus is not null
|
|
? resolveSkillFormulaBonus(s.SkillId, attrCurrents)
|
|
: 0u;
|
|
|
|
localPlayer?.OnSkillUpdate(
|
|
skillId: s.SkillId,
|
|
ranks: s.Ranks,
|
|
status: s.Status,
|
|
xp: s.Xp,
|
|
init: s.Init,
|
|
resistance: s.Resistance,
|
|
lastUsed: s.LastUsed,
|
|
formulaBonus: formulaBonus);
|
|
|
|
if (s.SkillId != 22u && s.SkillId != 24u) continue;
|
|
|
|
int total = (int)(formulaBonus + s.Init + s.Ranks);
|
|
if (s.SkillId == 24u) runSkill = total;
|
|
else if (s.SkillId == 22u) jumpSkill = total;
|
|
|
|
if (dumpPd)
|
|
Console.WriteLine(
|
|
$"vitals: PD-skill id={s.SkillId} init={s.Init} ranks={s.Ranks} formulaBonus={formulaBonus} total={total}");
|
|
}
|
|
if (runSkill >= 0 || jumpSkill >= 0)
|
|
onSkillsUpdated?.Invoke(runSkill, jumpSkill);
|
|
}
|
|
|
|
// Issue #7 — enchantment block: feed each entry into the
|
|
// Spellbook with full StatMod data so EnchantmentMath can
|
|
// aggregate buffs in vital-max calc (issue #6 lights up).
|
|
// D.5.4: PlayerDescription is a membership MANIFEST, not the data
|
|
// source. Record existence (+ equip slot); CreateObject fills the
|
|
// actual weenie data via ObjectTableWiring. (Previously this seeded
|
|
// stubs with WeenieClassId = ContainerType, a misuse — ContainerType
|
|
// is a 0/1/2 container-kind discriminator, not a weenie class id.)
|
|
uint ownerGuid = playerGuid?.Invoke() ?? 0u;
|
|
if (ownerGuid != 0u)
|
|
{
|
|
var entries = new ContainerContentEntry[p.Value.Inventory.Count];
|
|
for (int i = 0; i < entries.Length; i++)
|
|
entries[i] = new ContainerContentEntry(
|
|
p.Value.Inventory[i].Guid,
|
|
p.Value.Inventory[i].ContainerType);
|
|
items.InitializeInventoryManifest(ownerGuid, entries);
|
|
}
|
|
else
|
|
{
|
|
foreach (var inv in p.Value.Inventory)
|
|
items.RecordMembership(inv.Guid, containerTypeHint: inv.ContainerType);
|
|
}
|
|
if (ownerGuid != 0u)
|
|
{
|
|
var equipment = new EquipmentManifestEntry[p.Value.Equipped.Count];
|
|
for (int i = 0; i < equipment.Length; i++)
|
|
{
|
|
var eq = p.Value.Equipped[i];
|
|
equipment[i] = new EquipmentManifestEntry(
|
|
eq.Guid,
|
|
(EquipMask)eq.EquipLocation,
|
|
eq.Priority);
|
|
}
|
|
items.InitializeEquipmentManifest(ownerGuid, equipment);
|
|
}
|
|
else
|
|
{
|
|
foreach (var eq in p.Value.Equipped)
|
|
{
|
|
items.RecordMembership(
|
|
eq.Guid,
|
|
equip: (EquipMask)eq.EquipLocation,
|
|
priority: eq.Priority);
|
|
}
|
|
}
|
|
|
|
// D.5.1 Task 4: forward shortcut bar entries to the caller so the
|
|
// toolbar can read them without holding a parser reference.
|
|
onShortcuts?.Invoke(p.Value.Shortcuts);
|
|
});
|
|
return construction.Complete();
|
|
}
|
|
|
|
private sealed class OwnedGameEventRegistrar(
|
|
GameEventDispatcher dispatcher,
|
|
Func<bool>? accepting) : IDisposable
|
|
{
|
|
private readonly SubscriptionSet _subscriptions = new();
|
|
|
|
public void Register(
|
|
GameEventType type,
|
|
GameEventDispatcher.EventHandler handler)
|
|
{
|
|
GameEventDispatcher.EventHandler registered = accepting is null
|
|
? handler
|
|
: envelope =>
|
|
{
|
|
if (accepting()) handler(envelope);
|
|
};
|
|
_subscriptions.Add(dispatcher.RegisterOwned(type, registered));
|
|
}
|
|
|
|
public void Dispose() => _subscriptions.Dispose();
|
|
}
|
|
|
|
private sealed class RegistrationBuildScope(
|
|
OwnedGameEventRegistrar registration) : IDisposable
|
|
{
|
|
private bool _complete;
|
|
|
|
public IDisposable Complete()
|
|
{
|
|
_complete = true;
|
|
return registration;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (!_complete)
|
|
registration.Dispose();
|
|
}
|
|
}
|
|
|
|
private static ActiveEnchantmentRecord ToActiveEnchantment(
|
|
PlayerDescriptionParser.EnchantmentEntry enchantment,
|
|
double receivedAt) => new(
|
|
SpellId: enchantment.SpellId,
|
|
LayerId: enchantment.Layer,
|
|
Duration: enchantment.Duration,
|
|
CasterGuid: enchantment.CasterGuid,
|
|
StatModType: enchantment.StatModType,
|
|
StatModKey: enchantment.StatModKey,
|
|
StatModValue: enchantment.StatModValue,
|
|
Bucket: enchantment.Bucket == 0
|
|
? ClassifyLiveEnchantmentBucket(enchantment.StatModType)
|
|
: (uint)enchantment.Bucket,
|
|
// Retail Enchantment::UnPack (0x005CB040) converts both relative
|
|
// wire timestamps to the monotonic client Timer domain at receipt.
|
|
StartTime: receivedAt + enchantment.StartTime,
|
|
SpellCategory: enchantment.SpellCategory,
|
|
PowerLevel: enchantment.PowerLevel,
|
|
DegradeModifier: enchantment.DegradeModifier,
|
|
DegradeLimit: enchantment.DegradeLimit,
|
|
LastTimeDegraded: receivedAt + enchantment.LastTimeDegraded,
|
|
SpellSetId: enchantment.SpellSetId);
|
|
|
|
/// <summary>
|
|
/// Live 0x02C2/0x02C4 records do not carry PlayerDescription's outer
|
|
/// EnchantmentMask bucket. Retail reconstructs the registry list from the
|
|
/// StatMod type flags; this is the same ordering used by ACE's
|
|
/// EnchantmentRegistry.BuildCategories.
|
|
/// </summary>
|
|
private static uint ClassifyLiveEnchantmentBucket(uint statModType)
|
|
{
|
|
const uint Multiplicative = 0x00004000u;
|
|
const uint Additive = 0x00008000u;
|
|
const uint Vitae = 0x00800000u;
|
|
const uint Cooldown = 0x01000000u;
|
|
if ((statModType & Vitae) != 0) return 4u;
|
|
if ((statModType & Cooldown) != 0) return 8u;
|
|
if ((statModType & Multiplicative) != 0) return 1u;
|
|
if ((statModType & Additive) != 0) return 2u;
|
|
return 0u;
|
|
}
|
|
}
|