Register: AD-80 files the D5 XP-share display divergence between retail's byte-decoded table (acdream renders it verbatim) and the currently-targeted ACE server's slightly different actual grant (.3 vs .3111111 at 9 fellows, no 10-fellow row, wrong out-of-range default) -- an ACE-vs-retail gap, not an acdream-vs-retail one, filed because it is directly user-visible through this panel. AD-81 files the two unported retail text-composition primitives the fellowship page's mechanism needs (StringInfo variable substitution, ACCharGenData::FormatName) and what acdream renders instead (plain numeric composites, the raw typed name). AD-78's derivation table gains its D7 addendum: 4 of the 35 store-only rows (IgnoreFellowshipRequests/FellowshipAutoAcceptRequests/ FellowshipShareXP/FellowshipShareLoot) moved to the Live bullet with their new consumers named. Gate script: new §FA4 section covering create (name + shareXP), the open/close caption swap, button-enable rules, and the D5 display -- all solo-testable -- plus roster/recruit/dismiss/leader-handoff/invite- dialog steps marked [TWO-CLIENT] with an honest note that they defer to FA6's bot-vs-ACE gate if a second account isn't available for this connected gate. Corrects FA3's now-stale "these six buttons/four checkboxes are INERT" claims in steps 11-12 to point at the new section instead of leaving a wrong claim in place. Ledger: FA4 row CODE-COMPLETE with both commit SHAs, the reconciled 13,238->13,272 (+34) test-count arithmetic, the live-DAT verification summary (ACDREAM_PROBE_LIVE_MOUNT=1 against real installed DATs, including the structural finding that retail's own frame-visibility swap already gates the Create-flow controls away from the roster view with no extra code needed), and the four scoped deferrals/simplifications this slice made (the StringInfo/FormatName gap, the proportional-share omission, the Recruit button's superset-of-retail enable rule). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
442 lines
24 KiB
Markdown
442 lines
24 KiB
Markdown
# Campaign FA connected-gate test script
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**Status: FA3 owes its connected gate; FA4 (below) owes its own.** Launch
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with `ACDREAM_LIVE=1` against the local ACE server (`testaccount` /
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`+Acdream`). Anything marked **INERT** is authored and clickable but
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deliberately does nothing yet — that is the correct, contracted behavior
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for this slice (D1), not a bug.
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FA3 is the panel SHELL only: mount, F3/F4 open paths, tab switching, all
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four pages' empty states, and Friends/Squelch read-only lists. Fellowship
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roster rows, the create-fellowship dialog, live vitals, and every
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Allegiance swear/break/kick action are FA4/FA5 scope — do not report their
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absence here.
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**FA4 makes the Fellowship page fully live** (§FA4 below): roster rows,
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the `0x00A6` panel-open/vitals-stream gate, the create flow, member
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actions + confirmations, the four option checkboxes, and the open/close
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caption swap. **Honest limitation up front: several FA4 steps need a
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SECOND character** (recruit, the inbound invite dialog, watching another
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member's vitals update). If a second ACE account/character is not
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available for this gate, run every step marked **[SOLO]** and defer the
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steps marked **[TWO-CLIENT]** to Campaign FA slice FA6's bot-vs-ACE gate
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(`docs/plans/2026-08-11-fellowship-allegiance-campaign.md`, D8) — do not
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treat an unrun two-client step as a failure.
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---
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## FA3 — the social panel shell
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### Opening the panel — F3/F4, keyboard only
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1. **Press F3.** The social panel opens on its **Allegiance** tab (the
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authored default tab — Allegiance is ALSO the left-most tab drawn on
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the tab strip, at x=0; the default tab and the left-most tab are the
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SAME tab, verified by re-deriving the authored tab table directly from
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the fixture, the live-mount probe, and each page's own `P0x57`
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action-map id — see `SocialPanelController`'s class doc for the full
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citation. **[FA3 fix-round correction, mechanism MF-1]** an earlier
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draft of this script claimed Friends was drawn left-most; that was
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wrong). No toolbar button opens this panel — retail authors none
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(lane A §6.1) — so there is nothing to click for this step besides the
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keybind itself.
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2. **Press F3 again** while the panel is open and already on the
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Allegiance tab. The panel closes — same toggle-closes-on-repeat-press
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shape as every other `Toggle*Panel` action (e.g. F11/Options,
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Spellbook).
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3. **Press F4.** The social panel opens directly on its **Fellowship**
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tab (F4 switches AND opens in one press, even if the panel was
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closed).
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4. **With the panel open on Fellowship, press F3.** The panel does NOT
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close — it switches to the Allegiance tab (F3 is scoped to its own
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tab, not a blanket close). Symmetrically, pressing F4 while open on
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Allegiance switches to Fellowship rather than closing.
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5. **Click the panel's own close (X) button**, top-right of the window
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chrome. The panel closes — same action as a repeat F3/F4 press on the
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already-active tab.
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6. **Drag the window by its border/chrome; resize it from the BOTTOM
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edge only.** Same shared `gmPanelUI` geometry policy as every sibling
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main panel (Options, Character, Inventory, Spellbook, the
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indicator-detail panels): draggable, resizable from the bottom edge
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only, remembers its height across a close/reopen within the session.
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### Exclusivity vs sibling panels
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7. **Open Character Info (or Inventory, or Options), then press F3.**
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The other panel closes and the social panel opens on Allegiance — the
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SAME retail `gmPanelUI` one-active-panel-at-a-time behavior every
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sibling panel already has (`RetailPanelUiController.RegisterMainPanel`
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shares one geometry rectangle across all ten registered main panels).
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8. **With the social panel open, open Character Info.** The social panel
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closes. Confirms the exclusivity is bidirectional, not just
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"opening the social panel closes others."
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### Tab switching
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9. **Click each of the four tabs** (left-to-right authored order:
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**Allegiance, Fellowship, Friends, Squelch** — only ONE tab is
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highlighted "open" at a time. **[FA3 fix-round correction, mechanism
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MF-1]** an earlier draft of this script had the order as
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Friends/Allegiance/Fellowship/Squelch; that was wrong — re-derived
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directly from the fixture's authored `0x2E` tab table). Each switches
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the visible page; exactly one page is visible at a time. No crash, no
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stuck state, switching back and forth repeatedly is safe.
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10. **Note the tab captions read correctly, in this left-to-right order**
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— "Allegiance", "Fellowship", "Friends", "Squelch" — not blank. A
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blank caption on any tab button would be the #375 missing-string-
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resolver class of bug; report it immediately if seen.
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### Fellowship page — empty state
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11. **On a character with NO fellowship** (the default state), open the
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Fellowship tab. Expect: an editable fellowship-name text field, a
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**Create Fellowship** button, and FOUR checkboxes (Ignore Fellowship
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Requests / Auto-Accept Requests / Share XP / Share Loot — **[FA3
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fix-round correction, mechanism SF-4]** an earlier draft hedged this
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as "three... a fourth may also be present"; the fixture and the
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decomp both settle it at four). No member list, no
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leader/quit/open/recruit/dismiss/disband buttons visible — those
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belong to the OTHER (in-fellowship) frame, which is hidden. **[FA4
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correction]** the Create Fellowship button, the name field, and the
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four checkboxes are now LIVE, not inert — see §FA4 below for their
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full behavior; this step's own scope is only the frame/control
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PRESENCE, still correct as written.
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12. **If the test character IS currently in a fellowship** (uncommon for
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`+Acdream`'s default state, but possible if a prior session left one
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active, or if you ran §FA4's Create step below), open the Fellowship
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tab instead expecting: a fellowship name display, a member roster
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ListBox, and six buttons (Leader/Quit/Open/Recruit/Dismiss/Disband).
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**[FA4 correction]** all six buttons are now LIVE — see §FA4.
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### Allegiance page — empty state
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13. **On a character with NO allegiance profile ever received this
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session** (the default state — nothing has queried allegiance data
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yet), open the Allegiance tab. Expect: the monarch block and patron
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block BOTH HIDDEN (no visible "Monarch:" / "Patron:" labels or
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name lines), while your own character line (name/followers/rank) and
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the vassal list area remain visible per their authored layout. The
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Swear/Break/Kick buttons and the "Ignore Allegiance Requests"
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checkbox are present and **INERT**.
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14. **This state does NOT change for the rest of this gate — that is the
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correct, contracted FA3 behavior, not a bug. [FA3 fix-round
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correction, mechanism MF-2]** an earlier draft of this script sent
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you to `@allegiance info` expecting it to make the blocks visible,
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and told you to report it if that didn't happen. That trigger CANNOT
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fire and the instruction was wrong: FA3 never sends the `0x001F
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AllegianceUpdateRequest` subscription (FA5 scope, per the plan's
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corrected D6/CF-1 note), and `0x0020 AllegianceUpdate` — the ONLY
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inbound message that can populate this panel's data — is never
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provoked by anything FA3 does. Running `@allegiance info` in chat
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still works exactly as before FA3 (it is an independent, already-
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shipped command) and WILL print your monarch/patron/vassal data as
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chat TEXT — but its response (`0x027C`) stopped seeding this panel's
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profile back in FA2 (`4272ad0e`), so it has zero effect on this page.
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**The correct, expected combination for this entire gate is:**
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`@allegiance info` prints real data to the chat window (if you have
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an allegiance), AND the Allegiance page's monarch/patron blocks stay
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hidden throughout — report NEITHER half as a bug. The panel blocks
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becoming visible at any point during this gate (see "What to report"
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below) is the actual anomaly to watch for.
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### Friends page — read-only list
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15. **Open the Friends tab.** If the test account has any friends
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server-side, their NAMES appear as rows in the list (no online/
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offline styling, no icons — names only, this slice's explicit
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scope). If the account has none, the list is empty (no placeholder
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text is invented).
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16. **The three action-shaped buttons and the "Appear Offline"-shaped
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checkbox are INERT** — clicking/toggling them does nothing (register
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row AD-79). This is CONTRACTED for FA3; do not report it.
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### Squelch page — read-only list
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17. **Open the Squelch tab.** If the test account has any squelched
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characters or accounts, their names appear as rows (characters and
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account-level squelches both listed, names only). Empty otherwise.
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18. **The three action-shaped buttons are INERT** (register row AD-79,
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same as Friends). CONTRACTED, do not report.
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### Scrolling a long roster
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**[FA3 fix-round addition, blast N-8/MF-1]** the two ListBoxes' own
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scrollbars were unwired until this fix round — completely unreachable
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past the visible extent, not merely awkward to use. This step exercises
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the fix directly.
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19. **If the test account's Friends or Squelch roster is longer than
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fits in the panel's visible area** (the Friends box is 270×400 but
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the panel itself is only ~300×362, so as few as a dozen or so
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entries can already overflow — check either tab), **drag the
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scrollbar thumb (or click the track/arrows) and confirm the rows
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scroll and every name remains reachable**, all the way to the last
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row. This is a **soft check** if the test account's roster is
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genuinely too short to overflow — do not manufacture a long roster
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just to exercise this step, but if the roster IS long enough, a
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scrollbar that does not move the list, or a list that will not
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scroll at all, IS a bug — report it.
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### Live update while the panel is closed
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20. **This is a soft check, not required to pass/fail the gate:** if
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Friends/Squelch state changes server-side while the social panel is
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CLOSED (e.g. via `@friend` chat commands, if any are wired), then
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reopening the panel afterward should show the up-to-date list
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immediately (the read-only binding polls every frame WHILE THE PANEL
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IS VISIBLE — **[FA3 fix-round correction, blast SF-2]** an earlier
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draft of this script said the poll runs "regardless of which tab or
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window is visible"; that changed in the fix round — the rebuild is
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now gated on the social panel's own visibility so it does no DAT
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work while closed, but it still catches up in full the moment the
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panel is shown again, so the user-visible outcome described here is
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unchanged. See `SocialFriendsPageController`/
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`SocialSquelchPageController`'s own doc comments). Report if the
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list is stale on reopen.
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### Window restore-open behavior across relaunch
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**[FA3 fix-round addition, blast N-8]** stated honestly rather than left
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untested: the social panel is NOT in acdream's short list of windows
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whose OPEN/CLOSED state is force-reset every session
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(`stateManagedVisibilityWindows` — Combat/JumpPowerbar/
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ExternalContainer/Vendor). This is a deliberate, documented choice
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(the FA seams doc), and it matches the EXACT SAME convention every
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sibling main panel already uses — Options, Spellbook, Character,
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Inventory, and Vitae all restore their own last open/closed state too.
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21. **Open the social panel (F3 or F4), then close the client and
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relaunch (or simply log out and back in without closing the
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window).** The EXPECTED, non-bug behavior is that the social panel
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reopens automatically in whatever tab/open state it was left in —
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the SAME restore-open behavior every other main panel already has.
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This is not something to report; it is only listed here so the
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behavior is understood in advance rather than surprising anyone
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mid-gate.
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---
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### What to report
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- Any tab caption that renders blank instead of its retail name.
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- The panel opening on the wrong DEFAULT tab (should be Allegiance, and
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Allegiance is also the left-most tab) on a fresh F3 press with the
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panel previously closed.
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- F3/F4 failing to switch tabs while the panel is already open, or
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closing the panel when it should only switch tabs.
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- The panel NOT closing/opening exclusively with sibling `gmPanelUI`
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panels (Character/Inventory/Options/etc.).
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- The Fellowship page showing the WRONG frame for the character's actual
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fellowship state (e.g. showing the roster/six-button frame while
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`+Acdream` has no fellowship).
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- The Allegiance page's monarch/patron blocks becoming VISIBLE at ANY
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point during this gate — there is no code path in FA3 that can make
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that happen (see step 14); if it happens, that is a real bug (an
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accidental wire connection), not the false-defect trigger an earlier
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draft of this script pointed at.
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- Any INERT button/checkbox producing a VISIBLE effect (a Create
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Fellowship, Swear, Friends, or Squelch action that unexpectedly does
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something) — this would mean either an accidental wire connection or
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a stale INERT claim in this script.
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- A Friends/Squelch row showing anything other than a plain name (an
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exception, a blank row, garbled text).
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- A Friends/Squelch scrollbar that does not move the list, or a
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longer-than-visible roster with no way to reach its later rows (step
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19) — only when the test account's roster is actually long enough to
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overflow.
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- Any crash, hang, or exception in the log while opening/closing/
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switching tabs repeatedly.
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### Explicitly NOT in scope for this gate
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- Allegiance monarch/patron/vassal LIVE population, swear/break/kick
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wire sends, and their confirmation dialogs (FA5).
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- Friends/Squelch add/remove/appear-offline/clear wire sends (D1 — out
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of campaign scope entirely, register row AD-79).
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- The bot-vs-ACE two-session fellowship gate (FA6).
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---
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## FA4 — the Fellowship page fully live
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**Prerequisite:** open the Fellowship tab (F4, or click it from the
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already-open panel). All step numbers below restart at 1 for this
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section's own numbering.
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### Create (name + shareXP) — [SOLO]
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1. **With no fellowship, type a name into the fellowship-name field and
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watch the Create Fellowship button.** It is DISABLED while the field
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is empty/whitespace-only and ENABLES the instant you type a
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non-blank character — this IS retail's refusal mechanism (lane B
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§2.2: the button itself is the guard; there is no separate error
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message to expect).
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2. **Before clicking Create, toggle the "Share Fellowship Experience and
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Luminance" checkbox** (on or off — your choice) and note its state.
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3. **Click Create Fellowship.** The panel switches from the empty-state
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frame to the populated frame: your fellowship's name appears, you
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appear as the sole roster row (with your own name, level, and
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vitals bars), and the six member-action buttons appear. Only the
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Quit button should be enabled (you're the leader, but with no other
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member selected, Leader/Dismiss stay disabled — see "button states"
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below) — Disband and Open should ALSO be enabled (you're the leader
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of a real fellowship now).
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4. **Check the ACE server confirms `ShareXP` matches what the checkbox
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said** at the moment you clicked Create (a chat command like
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`@fellow` status, or simply trusting the wire — this is a soft
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check, not required to fail the gate over).
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### Roster with a second character — [TWO-CLIENT] (bot alternative: FA6)
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5. **Recruit a second character into the fellowship**: log a second
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ACE account/character into a separate acdream (or retail) client,
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select them in the world (click them), then click **Recruit** on the
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first client. If accepted (see the invite steps below), the second
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character appears as a NEW roster row on the first client —
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confirm their name, level, and vitals bars render (not blank, not a
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crash).
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6. **With two members in the fellowship, scroll the roster if it
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overflows the visible area** and confirm both rows remain reachable
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(same scrollbar mechanism FA3 already gated, `UiTemplateListBox`).
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### Vitals updating while the panel is open AND the frozen-roster
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behavior when closed — [TWO-CLIENT], the `0x00A6` gate made observable
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7. **With the Fellowship tab open and a second member in the
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fellowship, have that second character take damage or use
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stamina/mana** (attack a monster, cast a spell, etc.). Their
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health/stamina/mana bars on the FIRST client's roster should update
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within a second or two — this is the vitals stream D4 turns on
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(`0x00A6` panel-open declaration gates ACE's `0x02C0` sends, lane B
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§4.5).
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8. **Close the social panel (or switch to a different tab), have the
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second character take more damage, then reopen the Fellowship tab.**
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EXPECTED: the roster shows the LAST vitals it had before the panel
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closed (frozen), then updates live again within a second or two of
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reopening — this is the direct, observable consequence of `0x00A6`
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being sent `false` on hide and `true` on show. A roster that keeps
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updating in real time WHILE THE PANEL IS CLOSED would mean D4 is not
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actually gating anything — report that as a bug.
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9. **Your OWN row's vitals should always update** (your own vitals are
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driven by the existing player-vitals pipeline, not the fellowship
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`0x02C0` stream) — this is expected and not a sign that `0x00A6` is
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failing to gate the OTHER member's stream.
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### Recruit/dismiss/quit/disband/leader flows with their confirmations
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10. **[SOLO, self only]** With a solo (1-member) fellowship you lead,
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click **Quit**. You leave the fellowship (no confirmation dialog for
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Quit — retail has none, lane B §2.5) and the panel reverts to the
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empty-state frame.
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11. **[SOLO, self only]** Create another fellowship, then click
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**Disband** instead. Same visible outcome (empty-state frame) via
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the wire's `disband=true` flag — no confirmation dialog either.
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12. **[TWO-CLIENT]** With two members, select the OTHER member's roster
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row (click their name) and click **Dismiss**. They are removed from
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the roster; their own client sees themselves leave the fellowship.
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13. **[TWO-CLIENT]** With two members, select the other member's row
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and click **Leader** (Assign Leadership). The `LeaderGuid` changes —
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confirm via the leader's name tinting gold in the roster (this
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controller's own visual cue — lane A's row template has no
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dedicated leader marker, see `SocialFellowshipPageController`'s
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class doc) — and confirm the enable/disable states flip: the OLD
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leader's Disband/Open buttons should now be DISABLED, the NEW
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leader's (on their own client) should now be ENABLED.
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14. **[TWO-CLIENT, the leader-handoff rule]** As the CURRENT leader of a
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2+-member fellowship, click **Quit** (not Disband). EXPECTED:
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leadership transfers to the other member FIRST (their client should
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briefly show themselves as leader), THEN you leave — this is
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retail's pre-quit leader hand-off (lane B §2.5/§3.6, already ported
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in `RuntimeFellowshipState.RequiresLeaderHandoffBeforeQuit`). Report
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if the fellowship is left leaderless or the WRONG member becomes
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leader.
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### The open-toggle caption swap — [SOLO]
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15. **With a fellowship active, note the Open/Close button's caption.**
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A CLOSED fellowship shows **"Open"**; click it and it should flip to
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show **"Close"** (retail's button reads as the ACTION available, not
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the current state — lane A §4.1). Click again to flip back.
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16. **The Open/Close button is enabled only when you are the leader** —
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confirm it is disabled (greyed / unclickable) if you are a member
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but not the leader (needs a second client to observe from the
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non-leader side).
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### The invite dialog + both option-bit behaviors — [TWO-CLIENT]
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17. **Baseline (neither option bit set):** on the SECOND client, ensure
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both "Ignore Fellowship Requests" and "Automatically Accept
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Fellowship Requests" are UNCHECKED (Character tab or this page's own
|
||
checkboxes — either surface, they're the same value). From the
|
||
FIRST client (in a fellowship, as leader or with Recruit rights),
|
||
select the second character in the world and click **Recruit**. The
|
||
SECOND client should show a confirmation dialog asking to join the
|
||
fellowship. **Accept it** — the second character joins, appears on
|
||
the first client's roster.
|
||
18. **Repeat, but with "Ignore Fellowship Requests" CHECKED on the
|
||
second client.** No dialog should appear at all — the invite is
|
||
auto-declined silently (D6). Confirm the second character does NOT
|
||
end up in the fellowship.
|
||
19. **Repeat, but with "Automatically Accept Fellowship Requests"
|
||
CHECKED on the second client** (and Ignore unchecked — the two are
|
||
mutually exclusive; checking one should auto-uncheck the other,
|
||
confirm that too). No dialog should appear — the second character
|
||
joins IMMEDIATELY without any click.
|
||
20. **Reject an invite** (baseline state, dialog showing): click Reject
|
||
instead of Accept. The second character does NOT join; no crash or
|
||
stuck dialog state on either client.
|
||
|
||
### Share-column expectations vs ACE — [SOLO, low member counts]
|
||
|
||
21. **With a solo (1-member) fellowship, Share XP checked, the stats
|
||
text should read a percentage of 100%** (the even-split table's
|
||
first entry, lane B §7.2). With 2+ members (if a second client is
|
||
available) sharing evenly, the percentage should drop per the
|
||
table (75% at 2, 60% at 3, …). **This is a SOFT / informational
|
||
check, not a fail-the-gate item:** if you happen to reach exactly 9
|
||
members, the panel will show **31%** (retail's own 0.3111111) while
|
||
ACE's actual XP grant math currently uses .3 — a KNOWN, filed
|
||
divergence between ACE and retail, not an acdream bug (register row
|
||
AD-80). Do not report a 9-member mismatch between the panel's
|
||
percentage and the XP you actually received.
|
||
22. **With Share XP UNCHECKED, the stats text should read "0%"** for
|
||
every member (retail's own literal `pct = 0.0f` branch, not a gap).
|
||
|
||
### What to report (FA4-specific — in addition to the FA3 list above)
|
||
|
||
- The Create button staying enabled with an empty/whitespace-only name
|
||
field, or staying disabled once real text is typed.
|
||
- Any roster row showing a blank name, a frozen level, or a vitals bar
|
||
that never updates AT ALL while the panel is open and a second member
|
||
is taking damage (contrast with step 8's EXPECTED freeze while the
|
||
panel is CLOSED — that one is correct, not a bug).
|
||
- A membership change (join/leave) resetting your scroll position to the
|
||
top of a long roster — the whole point of the FA3 carry-forward this
|
||
slice closed (`UiTemplateListBox.FlushPreservingScroll`).
|
||
- Quit/Disband/Dismiss/AssignLeader/SetOpen not reaching the server (no
|
||
visible effect on either client), or reaching it with the WRONG guid
|
||
(e.g. Dismiss removing the wrong member).
|
||
- The leader hand-off (step 14) leaving the fellowship leaderless, or
|
||
transferring leadership to the wrong member.
|
||
- An invite dialog appearing when the ignore/auto-accept bit says it
|
||
should not (or the reverse — no dialog when both bits are off).
|
||
- The two option checkboxes NOT staying mutually exclusive (both ending
|
||
up checked at once).
|
||
- Any crash, hang, or exception in the log during create/recruit/
|
||
dismiss/quit/disband/leader/open actions or while the invite dialog is
|
||
open.
|
||
|
||
### Explicitly NOT in scope for this gate (FA4)
|
||
|
||
- Allegiance monarch/patron/vassal LIVE population, swear/break/kick
|
||
wire sends, and their confirmation dialogs (FA5).
|
||
- Friends/Squelch add/remove/appear-offline/clear wire sends (D1 — out
|
||
of campaign scope entirely, register row AD-79).
|
||
- The bot-vs-ACE two-session fellowship gate (FA6) — every step marked
|
||
**[TWO-CLIENT]** above may be deferred there if a second account is
|
||
not available for this connected gate.
|
||
- Retail's exact `StringInfo`-templated row/stats sentence and
|
||
`ACCharGenData::FormatName` name canonicalization — acdream renders
|
||
plain numeric composites and the raw typed name instead (register row
|
||
AD-81); do not report "the text doesn't read like a full sentence" or
|
||
"my typed name wasn't auto-capitalized" as bugs.
|