Fourth sibling J-owner, built to the shape the other three established. It
borrows nothing, because the retail client stores no quest state of its own —
everything here is a projection of what the server pushed.
Clearing at generation reset is safe for the same reason: a fresh session opens
with a full 0x0314 replacement, so the reset cannot lose anything the next
login will not immediately restate, while NOT clearing would show a previous
character's quests.
Three readings of the wire that would each lose contracts silently, one test
apiece: a 0x0314 REPLACES rather than merges (merging resurrects contracts the
server dropped); an empty 0x0314 clears rather than being ignored (it is how
the server says "you have none", and ignoring it strands the last quest on
screen); and a delete carries a full tracker struct, so it looks exactly like
an add apart from one flag.
Adding a teardown stage exposed a genuine trap: TeardownStageCount bounds the
drain loop while GameRuntimeTeardownStage.Complete defines what the ledger
demands, and nothing tied them together. Leave the constant behind and the new
owner is never disposed at all, while the ledger goes on waiting for its flag —
the runtime hangs in teardown rather than failing anywhere near the edit. The
stage-ledger test now reads the constant by reflection and asserts it against
the flag list, so the next owner fails at the edit instead.
Campaign QT slice 3 of 6.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>