acdream/docs/research/2026-08-12-campaign-fa-test-script.md
Erik 04161defd8 fix(ui): FA4 re-review REOPEN — re-declare 0x00A6 from the post-world seam, not the pre-world reset
The FA4 fix round's MUST-FIX 3 placed the 0x00A6 reconnect re-arm at the
wrong lifecycle point (re-review 8bbceff5): ResetSessionTransientUi runs
via the SessionDialogs reset stage BEFORE _inWorld=true, so SetPanelOpen
(world-gated, Validate requireWorld:true) returned Inactive and published
nothing — yet _pageVisible was latched true anyway, so no later hook
re-declared and fellow vitals stayed frozen for the whole new session.
The unit test passed only because the fake recorded unconditionally.

Two-part fix, both retail-faithful mechanisms not suppressions:
- SocialFellowshipPageController.SetPageVisible advances the edge-trigger
  latch ONLY when the declaration is Accepted (published), so a dropped
  pre-world send leaves the latch clear and a later attempt retries.
- ResetSessionDeclaration (pre-world) now ONLY clears the latch; the new
  RedeclareAfterWorldEntry fires from the LiveSession EnteredWorld seam
  (wired via RestoreLayout, idempotent if a persisted layout already
  re-showed the page) so a still-open Fellowship page re-declares 0x00A6
  in world and vitals resume.

Regression pins that actually catch it (the prior test could not):
- SetPageVisible_DoesNotLatch_WhenDeclarationDropped_SoItRetriesInWorld
  (widget-level root, world-gated fake);
- Reconnect_ReDeclares0x00A6_AfterWorldEntry_NotDuringPreWorldReset +
  Reconnect_StaysSilent_WhenFellowshipPageIsNotActuallyOpen (panel-level,
  world-gated). RED-verified: reintroducing the pre-world declaration
  fails the reconnect test.

Full Release suite: 13,286 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 07:59:16 +02:00

515 lines
29 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Campaign FA connected-gate test script
**Status: FA3 owes its connected gate; FA4 (below) owes its own.** Launch
with `ACDREAM_LIVE=1` against the local ACE server (`testaccount` /
`+Acdream`). Anything marked **INERT** is authored and clickable but
deliberately does nothing yet — that is the correct, contracted behavior
for this slice (D1), not a bug.
FA3 is the panel SHELL only: mount, F3/F4 open paths, tab switching, all
four pages' empty states, and Friends/Squelch read-only lists. Fellowship
roster rows, the create-fellowship dialog, live vitals, and every
Allegiance swear/break/kick action are FA4/FA5 scope — do not report their
absence here.
**FA4 makes the Fellowship page fully live** (§FA4 below): roster rows,
the `0x00A6` panel-open/vitals-stream gate, the create flow, member
actions + confirmations, the four option checkboxes, and the open/close
caption swap. **Honest limitation up front: several FA4 steps need a
SECOND character** (recruit, the inbound invite dialog, watching another
member's vitals update). If a second ACE account/character is not
available for this gate, run every step marked **[SOLO]** and defer the
steps marked **[TWO-CLIENT]** to Campaign FA slice FA6's bot-vs-ACE gate
(`docs/plans/2026-08-11-fellowship-allegiance-campaign.md`, D8) — do not
treat an unrun two-client step as a failure.
---
## FA3 — the social panel shell
### Opening the panel — F3/F4, keyboard only
1. **Press F3.** The social panel opens on its **Allegiance** tab (the
authored default tab — Allegiance is ALSO the left-most tab drawn on
the tab strip, at x=0; the default tab and the left-most tab are the
SAME tab, verified by re-deriving the authored tab table directly from
the fixture, the live-mount probe, and each page's own `P0x57`
action-map id — see `SocialPanelController`'s class doc for the full
citation. **[FA3 fix-round correction, mechanism MF-1]** an earlier
draft of this script claimed Friends was drawn left-most; that was
wrong). No toolbar button opens this panel — retail authors none
(lane A §6.1) — so there is nothing to click for this step besides the
keybind itself.
2. **Press F3 again** while the panel is open and already on the
Allegiance tab. The panel closes — same toggle-closes-on-repeat-press
shape as every other `Toggle*Panel` action (e.g. F11/Options,
Spellbook).
3. **Press F4.** The social panel opens directly on its **Fellowship**
tab (F4 switches AND opens in one press, even if the panel was
closed).
4. **With the panel open on Fellowship, press F3.** The panel does NOT
close — it switches to the Allegiance tab (F3 is scoped to its own
tab, not a blanket close). Symmetrically, pressing F4 while open on
Allegiance switches to Fellowship rather than closing.
5. **Click the panel's own close (X) button**, top-right of the window
chrome. The panel closes — same action as a repeat F3/F4 press on the
already-active tab.
6. **Drag the window by its border/chrome; resize it from the BOTTOM
edge only.** Same shared `gmPanelUI` geometry policy as every sibling
main panel (Options, Character, Inventory, Spellbook, the
indicator-detail panels): draggable, resizable from the bottom edge
only, remembers its height across a close/reopen within the session.
### Exclusivity vs sibling panels
7. **Open Character Info (or Inventory, or Options), then press F3.**
The other panel closes and the social panel opens on Allegiance — the
SAME retail `gmPanelUI` one-active-panel-at-a-time behavior every
sibling panel already has (`RetailPanelUiController.RegisterMainPanel`
shares one geometry rectangle across all ten registered main panels).
8. **With the social panel open, open Character Info.** The social panel
closes. Confirms the exclusivity is bidirectional, not just
"opening the social panel closes others."
### Tab switching
9. **Click each of the four tabs** (left-to-right authored order:
**Allegiance, Fellowship, Friends, Squelch** — only ONE tab is
highlighted "open" at a time. **[FA3 fix-round correction, mechanism
MF-1]** an earlier draft of this script had the order as
Friends/Allegiance/Fellowship/Squelch; that was wrong — re-derived
directly from the fixture's authored `0x2E` tab table). Each switches
the visible page; exactly one page is visible at a time. No crash, no
stuck state, switching back and forth repeatedly is safe.
10. **Note the tab captions read correctly, in this left-to-right order**
— "Allegiance", "Fellowship", "Friends", "Squelch" — not blank. A
blank caption on any tab button would be the #375 missing-string-
resolver class of bug; report it immediately if seen.
### Fellowship page — empty state
11. **On a character with NO fellowship** (the default state), open the
Fellowship tab. Expect: an editable fellowship-name text field, a
**Create Fellowship** button, and FOUR checkboxes (Ignore Fellowship
Requests / Auto-Accept Requests / Share XP / Share Loot — **[FA3
fix-round correction, mechanism SF-4]** an earlier draft hedged this
as "three... a fourth may also be present"; the fixture and the
decomp both settle it at four). No member list, no
leader/quit/open/recruit/dismiss/disband buttons visible — those
belong to the OTHER (in-fellowship) frame, which is hidden. **[FA4
correction]** the Create Fellowship button, the name field, and the
four checkboxes are now LIVE, not inert — see §FA4 below for their
full behavior; this step's own scope is only the frame/control
PRESENCE, still correct as written.
12. **If the test character IS currently in a fellowship** (uncommon for
`+Acdream`'s default state, but possible if a prior session left one
active, or if you ran §FA4's Create step below), open the Fellowship
tab instead expecting: a fellowship name display, a member roster
ListBox, and six buttons (Leader/Quit/Open/Recruit/Dismiss/Disband).
**[FA4 correction]** all six buttons are now LIVE — see §FA4.
### Allegiance page — empty state
13. **On a character with NO allegiance profile ever received this
session** (the default state — nothing has queried allegiance data
yet), open the Allegiance tab. Expect: the monarch block and patron
block BOTH HIDDEN (no visible "Monarch:" / "Patron:" labels or
name lines), while your own character line (name/followers/rank) and
the vassal list area remain visible per their authored layout. The
Swear/Break/Kick buttons and the "Ignore Allegiance Requests"
checkbox are present and **INERT**.
14. **This state does NOT change for the rest of this gate — that is the
correct, contracted FA3 behavior, not a bug. [FA3 fix-round
correction, mechanism MF-2]** an earlier draft of this script sent
you to `@allegiance info` expecting it to make the blocks visible,
and told you to report it if that didn't happen. That trigger CANNOT
fire and the instruction was wrong: FA3 never sends the `0x001F
AllegianceUpdateRequest` subscription (FA5 scope, per the plan's
corrected D6/CF-1 note), and `0x0020 AllegianceUpdate` — the ONLY
inbound message that can populate this panel's data — is never
provoked by anything FA3 does. Running `@allegiance info` in chat
still works exactly as before FA3 (it is an independent, already-
shipped command) and WILL print your monarch/patron/vassal data as
chat TEXT — but its response (`0x027C`) stopped seeding this panel's
profile back in FA2 (`4272ad0e`), so it has zero effect on this page.
**The correct, expected combination for this entire gate is:**
`@allegiance info` prints real data to the chat window (if you have
an allegiance), AND the Allegiance page's monarch/patron blocks stay
hidden throughout — report NEITHER half as a bug. The panel blocks
becoming visible at any point during this gate (see "What to report"
below) is the actual anomaly to watch for.
### Friends page — read-only list
15. **Open the Friends tab.** If the test account has any friends
server-side, their NAMES appear as rows in the list (no online/
offline styling, no icons — names only, this slice's explicit
scope). If the account has none, the list is empty (no placeholder
text is invented).
16. **The three action-shaped buttons and the "Appear Offline"-shaped
checkbox are INERT** — clicking/toggling them does nothing (register
row AD-79). This is CONTRACTED for FA3; do not report it.
### Squelch page — read-only list
17. **Open the Squelch tab.** If the test account has any squelched
characters or accounts, their names appear as rows (characters and
account-level squelches both listed, names only). Empty otherwise.
18. **The three action-shaped buttons are INERT** (register row AD-79,
same as Friends). CONTRACTED, do not report.
### Scrolling a long roster
**[FA3 fix-round addition, blast N-8/MF-1]** the two ListBoxes' own
scrollbars were unwired until this fix round — completely unreachable
past the visible extent, not merely awkward to use. This step exercises
the fix directly.
19. **If the test account's Friends or Squelch roster is longer than
fits in the panel's visible area** (the Friends box is 270×400 but
the panel itself is only ~300×362, so as few as a dozen or so
entries can already overflow — check either tab), **drag the
scrollbar thumb (or click the track/arrows) and confirm the rows
scroll and every name remains reachable**, all the way to the last
row. This is a **soft check** if the test account's roster is
genuinely too short to overflow — do not manufacture a long roster
just to exercise this step, but if the roster IS long enough, a
scrollbar that does not move the list, or a list that will not
scroll at all, IS a bug — report it.
### Live update while the panel is closed
20. **This is a soft check, not required to pass/fail the gate:** if
Friends/Squelch state changes server-side while the social panel is
CLOSED (e.g. via `@friend` chat commands, if any are wired), then
reopening the panel afterward should show the up-to-date list
immediately (the read-only binding polls every frame WHILE THE PANEL
IS VISIBLE — **[FA3 fix-round correction, blast SF-2]** an earlier
draft of this script said the poll runs "regardless of which tab or
window is visible"; that changed in the fix round — the rebuild is
now gated on the social panel's own visibility so it does no DAT
work while closed, but it still catches up in full the moment the
panel is shown again, so the user-visible outcome described here is
unchanged. See `SocialFriendsPageController`/
`SocialSquelchPageController`'s own doc comments). Report if the
list is stale on reopen.
### Window restore-open behavior across relaunch
**[FA3 fix-round addition, blast N-8]** stated honestly rather than left
untested: the social panel is NOT in acdream's short list of windows
whose OPEN/CLOSED state is force-reset every session
(`stateManagedVisibilityWindows` — Combat/JumpPowerbar/
ExternalContainer/Vendor). This is a deliberate, documented choice
(the FA seams doc), and it matches the EXACT SAME convention every
sibling main panel already uses — Options, Spellbook, Character,
Inventory, and Vitae all restore their own last open/closed state too.
21. **Open the social panel (F3 or F4), then close the client and
relaunch (or simply log out and back in without closing the
window).** The EXPECTED, non-bug behavior is that the social panel
reopens automatically in whatever tab/open state it was left in —
the SAME restore-open behavior every other main panel already has.
This is not something to report; it is only listed here so the
behavior is understood in advance rather than surprising anyone
mid-gate.
---
### What to report
- Any tab caption that renders blank instead of its retail name.
- The panel opening on the wrong DEFAULT tab (should be Allegiance, and
Allegiance is also the left-most tab) on a fresh F3 press with the
panel previously closed.
- F3/F4 failing to switch tabs while the panel is already open, or
closing the panel when it should only switch tabs.
- The panel NOT closing/opening exclusively with sibling `gmPanelUI`
panels (Character/Inventory/Options/etc.).
- The Fellowship page showing the WRONG frame for the character's actual
fellowship state (e.g. showing the roster/six-button frame while
`+Acdream` has no fellowship).
- The Allegiance page's monarch/patron blocks becoming VISIBLE at ANY
point during this gate — there is no code path in FA3 that can make
that happen (see step 14); if it happens, that is a real bug (an
accidental wire connection), not the false-defect trigger an earlier
draft of this script pointed at.
- Any INERT button/checkbox producing a VISIBLE effect (a Create
Fellowship, Swear, Friends, or Squelch action that unexpectedly does
something) — this would mean either an accidental wire connection or
a stale INERT claim in this script.
- A Friends/Squelch row showing anything other than a plain name (an
exception, a blank row, garbled text).
- A Friends/Squelch scrollbar that does not move the list, or a
longer-than-visible roster with no way to reach its later rows (step
19) — only when the test account's roster is actually long enough to
overflow.
- Any crash, hang, or exception in the log while opening/closing/
switching tabs repeatedly.
### Explicitly NOT in scope for this gate
- 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).
---
## FA4 — the Fellowship page fully live
**Prerequisite:** open the Fellowship tab (F4, or click it from the
already-open panel). All step numbers below restart at 1 for this
section's own numbering.
### Create (name + shareXP) — [SOLO]
1. **With no fellowship, type a name into the fellowship-name field and
watch the Create Fellowship button.** It is DISABLED while the field
is empty/whitespace-only and ENABLES the instant you type a
non-blank character — this IS retail's refusal mechanism (lane B
§2.2: the button itself is the guard; there is no separate error
message to expect).
2. **Before clicking Create, toggle the "Share Fellowship Experience and
Luminance" checkbox** (on or off — your choice) and note its state.
3. **Click Create Fellowship.** The panel switches from the empty-state
frame to the populated frame: your fellowship's name appears, you
appear as the sole roster row (with your own name, level, and
vitals bars), and the six member-action buttons appear. **[fix-round
SF-7 correction: the previous wording here contradicted itself —
"only Quit" followed by "Disband and Open should ALSO be enabled" —
which would prime a tester to report correct behavior as a defect.]**
Quit, Disband, AND Open should ALL be enabled (you're the leader of a
real fellowship now); Leader and Dismiss stay DISABLED because no
other member is selected yet (see "button states" below).
4. **Check the ACE server confirms `ShareXP` matches what the checkbox
said** at the moment you clicked Create (a chat command like
`@fellow` status, or simply trusting the wire — this is a soft
check, not required to fail the gate over).
### Roster with a second character — [TWO-CLIENT] (bot alternative: FA6)
5. **Recruit a second character into the fellowship**: log a second
ACE account/character into a separate acdream (or retail) client,
select them in the world (click them), then click **Recruit** on the
first client. If accepted (see the invite steps below), the second
character appears as a NEW roster row on the first client —
confirm their name, level, and vitals bars render (not blank, not a
crash).
6. **With two members in the fellowship, scroll the roster if it
overflows the visible area** and confirm both rows remain reachable
(same scrollbar mechanism FA3 already gated, `UiTemplateListBox`).
### Vitals updating while the panel is open AND the frozen-roster
behavior when closed — [TWO-CLIENT], the `0x00A6` gate made observable
7. **With the Fellowship tab open and a second member in the
fellowship, have that second character take damage or use
stamina/mana** (attack a monster, cast a spell, etc.). Their
health/stamina/mana bars on the FIRST client's roster should update
within a second or two — this is the vitals stream D4 turns on
(`0x00A6` panel-open declaration gates ACE's `0x02C0` sends, lane B
§4.5).
8. **Close the social panel (or switch to a different tab), have the
second character take more damage, then reopen the Fellowship tab.**
EXPECTED: the roster shows the LAST vitals it had before the panel
closed (frozen), then updates live again within a second or two of
reopening — this is the direct, observable consequence of `0x00A6`
being sent `false` on hide and `true` on show. A roster that keeps
updating in real time WHILE THE PANEL IS CLOSED would mean D4 is not
actually gating anything — report that as a bug.
9. **[fix-round MUST-FIX 3, new step] Reconnect while the Fellowship page
is left open.** With the Fellowship tab open and a fellowship active,
force a disconnect/reconnect (kill the ACE connection, or use
whatever local reconnect trigger is available) WITHOUT closing the
social panel or switching tabs. Once the client re-enters the world
on the new session, confirm fellow vitals resume updating (repeat
step 7's damage-and-watch check). EXPECTED: vitals update normally on
the new session, exactly as before the reconnect. BUG if vitals stay
frozen for the rest of the new session — that means `0x00A6` was
never re-declared after the generation reset. (Re-review re-fix
2026-08-12: the re-declaration fires from the post-world
`EnteredWorld` seam via `SocialPanelController.RedeclareAfterWorldEntry`,
NOT the pre-world `ResetSessionDeclaration`, which only clears the
latch — declaring before world entry was silently dropped by the
world-gated command, the original defect.)
10. **Your OWN row's vitals should always update** (your own vitals are
driven by the existing player-vitals pipeline, not the fellowship
`0x02C0` stream) — this is expected and not a sign that `0x00A6` is
failing to gate the OTHER member's stream.
### Recruit/dismiss/quit/disband/leader flows with their confirmations
11. **[SOLO, self only]** With a solo (1-member) fellowship you lead,
click **Quit**. You leave the fellowship (no confirmation dialog for
Quit — retail has none, lane B §2.5) and the panel reverts to the
empty-state frame.
12. **[SOLO, self only]** Create another fellowship, then click
**Disband** instead. Same visible outcome (empty-state frame) via
the wire's `disband=true` flag — no confirmation dialog either.
13. **[TWO-CLIENT]** With two members, select the OTHER member's roster
row (click their name) and click **Dismiss**. They are removed from
the roster; their own client sees themselves leave the fellowship.
14. **[TWO-CLIENT]** With two members, select the other member's row
and click **Leader** (Assign Leadership). The `LeaderGuid` changes —
confirm via the leader's name tinting gold in the roster (this
controller's own visual cue — lane A's row template has no
dedicated leader marker, see `SocialFellowshipPageController`'s
class doc, register row AD-82) — and confirm the enable/disable
states flip: the OLD leader's Disband/Open buttons should now be
DISABLED, the NEW leader's (on their own client) should now be
ENABLED.
15. **[TWO-CLIENT, the leader-handoff rule]** As the CURRENT leader of a
2+-member fellowship, click **Quit** (not Disband). EXPECTED:
leadership transfers to the other member FIRST (their client should
briefly show themselves as leader), THEN you leave — this is
retail's pre-quit leader hand-off (lane B §2.5/§3.6, already ported
in `RuntimeFellowshipState.RequiresLeaderHandoffBeforeQuit`). Report
if the fellowship is left leaderless or the WRONG member becomes
leader.
16. **[fix-round MUST-FIX 4, new step] Select a fellow in the WORLD
(click their 3D model), not their panel row.** EXPECTED: Dismiss and
Assign-Leader enable exactly as if you had clicked their panel row,
and their row shows the panel's own selection highlight — retail's
`gmFellowshipUI::UpdateFellowSelection` reverse-selection arm (world
click selects the panel row too), reproduced against acdream's own
guid-keyed row tracking rather than a ported generic ListBox
selection model (register row AD-82).
### The open-toggle caption swap — [SOLO]
17. **With a fellowship active, note the Open/Close button's caption.**
A CLOSED fellowship shows **"Open"**; click it and it should flip to
show **"Close"** IMMEDIATELY on click, not after a delay (retail's
button reads as the ACTION available, not the current state, and
pre-toggles its own state before the server echo — lane A §4.1,
fix-round NIT N-0). Click again to flip back.
18. **The Open/Close button is enabled only when you are the leader**
confirm it is disabled (greyed / unclickable) if you are a member
but not the leader (needs a second client to observe from the
non-leader side).
### The invite dialog — [TWO-CLIENT]
**[fix-round MUST-FIX 2 correction, 2026-08-12: the OLD steps 18/19 here
tested whether acdream's CLIENT gates the invite dialog on the
Ignore/AutoAccept option bits. That mechanism never existed in retail and
has been deleted from acdream (D6's correction) — retail's client shows
the confirmation dialog UNCONDITIONALLY for every request it receives;
ACE alone decides whether to send one at all, by filtering
server-side. The steps below test the CORRECTED behavior: the dialog
always shows regardless of the SECOND client's own checkbox state. If
your local ACE build implements the server-side filter (lane B: refuses
the recruiter outright when the target has Ignore set; auto-joins
without a confirmation when the target has AutoAccept set), you will
observe the FIRST client's Recruit failing/auto-succeeding with NO
dialog ever reaching the second client at all — that is ACE's behavior,
not a client bug, and is out of scope for this gate either way.]**
19. **Baseline: on the SECOND client, ensure both "Ignore Fellowship
Requests" and "Automatically Accept 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,
with the server's message text rendered VERBATIM (no added
"Continue?" suffix — type 4 is not in the 2/3/5/6 suffix set).
**Accept it** — the second character joins, appears on the first
client's roster.
20. **Repeat with "Ignore Fellowship Requests" CHECKED on the second
client (the FIX ROUND's regression check — this is the DEFAULT
state for a character who has never touched the option).** EXPECTED:
the dialog STILL shows on the second client exactly as in step 19
(assuming your local ACE does not itself refuse the recruit
server-side first) — the second character's OWN checkbox state must
NOT silently swallow the invite with no dialog and no chat line. If
it does, that is the exact regression MUST-FIX 2 exists to prevent.
21. **Repeat 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). Same expectation as step 20: the dialog still shows on the
client (acdream no longer auto-responds on its behalf); if your
local ACE implements the auto-accept-without-confirmation
server-side behavior, you may instead see the character join
immediately with no dialog — that is ACE's mechanism, not this
client's.
22. **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]
23. **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.
24. **[fix-round MUST-FIX 1, new step — a HARD check, not soft like step
23's ACE note] At exactly 6 and 8 fellows (even split, Share XP
checked), the panel must show 44% and 34% respectively — NOT 45% or
35%.** Retail TRUNCATES the percentage (`_ftol2`), it does not
round; both stored float constants (`0.44999998807907104` at 6,
`0.3499999940395355` at 8) sit just BELOW the nice decimal, so
retail's own truncation lands one point lower than naive rounding
would produce. This is a genuine acdream-vs-retail bug if it shows
45%/35% instead of 44%/34% — unlike step 23's 9-member note, this is
NOT an ACE-divergence exemption.
25. **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).
- Fellow vitals staying frozen for the REST OF A NEW SESSION after a
reconnect (step 9) — distinct from step 8's expected freeze, which
clears within a second or two of reopening the tab.
- 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 15) leaving the fellowship leaderless, or
transferring leadership to the wrong member.
- Selecting a fellow in the WORLD (step 16) NOT enabling Dismiss/Leader
or NOT highlighting their row.
- An invite dialog NOT appearing on the second client regardless of that
client's own Ignore/Auto-Accept checkbox state (steps 19-21) — unless
your local ACE build itself refuses/auto-joins the recruit
server-side first, in which case no request ever reaches the second
client and that is expected, not a bug.
- The two option checkboxes NOT staying mutually exclusive (both ending
up checked at once).
- A 6- or 8-fellow percentage reading 45%/35% instead of 44%/34% (step
24 — a real acdream bug, not an ACE-divergence exemption).
- Any crash, hang, or exception in the log during create/recruit/
dismiss/quit/disband/leader/open actions, during a reconnect with the
panel left open, 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.