refused-drop yellow notice Item 4 (confirmation dialogs missing text + names): the missing retail mechanism was StringTable template substitution - an entry is N+1 literal fragments interleaved with N named variables, composed by StringTable::GetString @0x004300D0 (no-metalanguage branch @0x004303B7). ACE sends the bare player name for types 1/4; retail's OWN CLIENT wraps it. Ported as DatStringResolver.ResolveTemplate (PLAYER hash 0x05506DA2, the exact compute_str_hash space; Chorizite stores the variable hashes directly): - Server-driven type 4 -> ID_Fellowship_FellowshipRequest, type 1 -> ID_Allegiance_AcceptSwearConfirmation, injected into GameplayConfirmationController; null resolve falls back to the bare wire message, never invented English. The 2/3/5/6 " Continue?" family never consults the composer. - Local Swear/Break/Kick: the bind-time fragment-0 latch (which showed the dangling "Do you wish to swear to ") is replaced by click-time ResolveTemplate with the target's name. All five templates verified token-free in the installed DAT - this is NOT a StringTableMetaLanguage port (AD-81's engine caveat stands). Item 5 (refused drop shows nothing; retail shows yellow top-center text): the prevRequest latch was ALREADY ported (InventoryTransactionState); what was missing was the consumer. InventoryTransactionState now raises RequestFailed(request, weenieError) when a 0x00A0 clears the latch; ItemInteractionController composes ServerSaysAttemptFailed @0x0058EAE0's "The <item> can't be <verb>" (verb table + suffix map ported verbatim in Core's InventoryFailureMessages, NAME_PLURAL for merge/split) and routes it as LogTextType 0x1A ClientLocal -> the SpewBox, retail's yellow top-center line. The dispatcher's second leg (@0x0055B342) also runs: outside the 7-code exclusion set, WeenieErrorMessages resolves per-code text/destination; 0x426 AttunedItem has no row in either place beyond the verb line - faithful single-line output. Register: AD-85 narrowed to its numeric-field item, AD-81 amended (the token-free interleave is now ported; meta-token engine + FormatName remain), AD-93 filed (wire-guid-match vs retail's latched-guid preference; no Move/Wield latch kinds). Tests: +2 InventoryTransactionState failure-latch, +5 ResolveTemplate (constructed StringTable fixtures), +1 composer injection, +1 end-to-end refused-drop line. Core 4,697/1 skip, App 4,983/3 skips. Research: docs/research/2026-08-13-confirm-and-weenie-error-display.md Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
111 lines
4.4 KiB
C#
111 lines
4.4 KiB
C#
using AcDream.App.UI.Layout;
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using AcDream.Core.Net.Messages;
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namespace AcDream.App.UI;
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/// <summary>
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/// Ports the server-driven confirmation ownership in
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/// <c>gmGamePlayUI @ 0x004E9D70..0x004E9EB6</c>. The dialog factory broadcasts
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/// completion; this semantic owner retains the server type/context and sends the
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/// matching confirmation response.
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/// </summary>
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public sealed class GameplayConfirmationController : IDisposable
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{
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private readonly RetailDialogFactory _dialogs;
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private readonly Action<uint, uint, bool> _sendResponse;
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private readonly Func<uint, string, string?>? _composeMessage;
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private uint _dialogContext;
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private uint _serverType;
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private uint _serverContext;
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private bool _disposed;
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public GameplayConfirmationController(
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RetailDialogFactory dialogs,
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Action<uint, uint, bool> sendResponse,
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Func<uint, string, string?>? composeMessage = null)
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{
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_dialogs = dialogs ?? throw new ArgumentNullException(nameof(dialogs));
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_sendResponse = sendResponse ?? throw new ArgumentNullException(nameof(sendResponse));
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_composeMessage = composeMessage;
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_dialogs.DialogClosed += OnDialogClosed;
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}
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public uint ActiveDialogContext => _dialogContext;
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public bool HandleRequest(GameEvents.CharacterConfirmationRequest request)
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{
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// ClientUISystem::Handle_Character__ConfirmationRequest @ 0x005640A0
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// routes types 2/3/5/6 to handlers that append " Continue?"; the generic
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// type-7 YesNo request preserves the server text verbatim. Types 1 and 4
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// have allegiance/fellowship semantic owners but use the same response
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// tuple, so this controller retains that tuple until those panels exist.
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// Each retail RecvNotice_* handler stores the tuple before calling the
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// shared maker, including the already-open case.
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_serverType = request.Type;
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_serverContext = request.ContextId;
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// gmGamePlayUI::MakeGameplayConfirmationDialog @ 0x004EB890 refuses a
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// second gameplay confirmation while its context is non-zero.
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if (_dialogContext != 0u)
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return false;
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// Types 1/4 arrive as ACE's bare player name; retail's own client
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// wraps it through the StringInfo template mechanism
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// (RecvNotice_SwearAllegiance / gmFellowshipUI's FellowshipRequest —
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// the injected composer owns the resolve). A null compose falls back
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// to the bare wire message rather than invented English.
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string message = request.Type is 2u or 3u or 5u or 6u
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? request.Message + " Continue?"
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: _composeMessage?.Invoke(request.Type, request.Message)
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?? request.Message;
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var data = RetailDialogData.Confirmation(message)
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.Set(RetailDialogProperty.ElementAttribute40, true);
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_dialogContext = _dialogs.MakeDialog(data);
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return _dialogContext != 0u;
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}
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public bool HandleDone(GameEvents.CharacterConfirmationDone done)
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{
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// gmGamePlayUI::RecvNotice_AbortConfirmationRequest @ 0x004E9D70
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// matches both server fields before closing the local dialog context.
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if (_dialogContext == 0u
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|| done.Type != _serverType
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|| done.ContextId != _serverContext)
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return false;
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return _dialogs.CloseDialog(_dialogContext);
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}
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/// <summary>
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/// Forget any tuple left after the dialog factory has completed its normal
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/// retail close/reset callbacks.
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/// </summary>
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public void ResetSession()
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{
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_dialogContext = 0u;
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_serverType = 0u;
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_serverContext = 0u;
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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_dialogs.DialogClosed -= OnDialogClosed;
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}
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private void OnDialogClosed(uint context, RetailDialogData data)
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{
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if (context != _dialogContext
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|| data.GetUInt32(RetailDialogProperty.Type) !=
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(uint)RetailDialogType.Confirmation)
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return;
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bool accepted = data.GetBoolean(RetailDialogProperty.ConfirmationResult);
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// gmGamePlayUI::CloseGameplayConfirmationDialog @ 0x004E9E80 sends
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// before clearing its retained server/dialog context fields.
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_sendResponse(_serverType, _serverContext, accepted);
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_dialogContext = 0u;
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_serverType = 0u;
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_serverContext = 0u;
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}
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}
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