Add GS4 (GemStone IV) connectivity foundation - #1
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Lichborne was DR-only; this adds the game-family plumbing needed to
connect, authenticate, and play a GS4 character, verified live against
Simutronics' real servers (not just unit-level).
Connection layer:
- New GameFamily ('DR'|'GS4') discriminator + gameFamilyFromCode(),
derived from a shard code's prefix rather than stored redundantly on
LoginCredentials/CharacterProfile.
- GAMES table (lichSettings.ts) gains the four GS4 shards (GS3/GSX/
GST/GSF), with ports and Lich CLI flags verified against lich-5's
own login_helpers.rb/argv_options.rb source (GS4 has no bare-default
flag like DR's — every entry carries an explicit --gemstone/
--shattered flag).
- Fixed a latent empty-argv-entry bug in LichConnection.launch() that
GS4's flag-optional shards would have hit.
- ConnectionManager's direct-connect status text no longer hardcodes
"DragonRealms".
- Launcher.tsx's GAME_SECTIONS was a closed DR/DRX/DRF list — a GS4
character would have been creatable but invisible in the launcher
grid. Added GS4 sections.
Parser (StormFrontParser.ts):
- Recognizes GS4's vital ids (mindState, encumlevel) alongside DR's,
since the two families' wire vocabularies never collide in a single
session.
- New EffectsUpdateEvent for GS4's Active Spells/Buffs/Debuffs/
Cooldowns dialogs, verified against real captured GS4 XML fixtures.
- Fixed vitals parsing: GS4 embeds real current/max numbers in the
customText attribute (text='health 160/160'), which the DR-oriented
label-extraction regex was mangling into a garbage label, producing
a visibly broken vitals bar ("Health 160/ 100%"). Found via live
play, not code reading.
- Fixed room titles never updating for GS4 at all: GS4's streamWindow
subtitle is bracket-less, so the existing DR bracket regex silently
never matched. The real bracketed title (same format DR uses) flows
separately as inline text under <style id="roomName"/>. Refactored
the extraction+emit logic into extractAndEmitRoomTitle() and added
it as a second, independent source. Also fixed the id-vs-uid
priority when both an ambiguous dash-number and unambiguous
parens-uid are present, and a dangling "-" left in titles with an
empty dash slot.
- VitalsBar.tsx and useTriggerEngine.ts ($health/$mana/etc gates and
vars) now compute the real percentage instead of assuming `current`
is already 0-100 — a no-op for DR, a real fix for GS4.
Panel/map gating:
- PanelFrame.tsx: PANEL_GAMES registry + panelTypeAvailable() gate the
DR-only exp panel (34-rung mindstate ladder) off for GS4 sessions,
with an honest placeholder if a DR panel layout is ever transferred
onto a GS4 character.
- PanelManager.tsx and the Overview card's stream dropdown
(GameWindow.tsx) apply the same gate to their own panel lists.
- MapPanel.tsx: Lich Map works for both families (Lich saves per-game
map data); Genie Maps has no GS4 data source, so that view alone is
hidden for GS4. Fixed find-lich-map-file in main.ts, which searched
ALL game data directories for the newest map file regardless of
family — a player with both DR and GS4 characters under one Lich
install could have gotten the wrong game's map loaded.
Verified end-to-end live: connected a real GS4 character via Lich,
watched the raw XML stream, confirmed vitals/room-title/room-id/the
Lich Map all track correctly, and re-ran the full build+tsc check
suite clean after every change.
Not included: GS4-native UI (Spellbook, Combat HUD, PSM tracker, an
Infomon-style character tab) — the wire-level EffectsUpdateEvent
plumbing is in place, but building new panels needs a visual QA pass
this PR didn't attempt.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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📝 WalkthroughWalkthroughThe change adds GemStone IV shard support across shared types, game catalogs, connection handling, StormFront parsing, map lookup, sticky effects state, and family-aware renderer panels. ChangesGemStone IV support
Estimated code review effort: 4 (Complex) | ~45 minutes Merge Risk: 🟠 High · up to This PR enables GS4 login and parser support, but the current implementation can expose GS4 credentials through unverified server connections, allow queued launches to outlive a closed session, and corrupt effects state when self-closing updates are received. These are concrete security, lifecycle, and correctness risks, so the PR is not merge-ready without fixes or explicit owner acceptance. Sequence Diagram(s)sequenceDiagram
participant GS4Client
participant StormFrontParser
participant MainProcess
participant SessionSnapshot
GS4Client->>StormFrontParser: send room, vital, and effects XML
StormFrontParser->>MainProcess: emit parsed events
MainProcess->>SessionSnapshot: store effects:${dialog}
SessionSnapshot-->>GS4Client: replay sticky effects during takeover
Suggested reviewers: 🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✨ Finishing Touches🧪 Generate unit tests (beta)
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Inline comments:
In `@src/main/parser/StormFrontParser.ts`:
- Around line 978-984: Update the EFFECTS_DIALOG_IDS branch in tagStart so
self-closing effects dialogs are finalized immediately: emit the empty effects
update and clear inEffectsDialog after resetting effectsBuf, while preserving
normal handling for dialogs that receive child elements and tagEnd processing.
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📒 Files selected for processing (17)
src/main/connection/ConnectionManager.tssrc/main/connection/LichConnection.tssrc/main/connection/SGEConnection.tssrc/main/main.tssrc/main/parser/StormFrontParser.tssrc/main/preload.tssrc/renderer/components/GameWindow.tsxsrc/renderer/components/Launcher.tsxsrc/renderer/components/PanelFrame.tsxsrc/renderer/components/PanelManager.tsxsrc/renderer/components/VitalsBar.tsxsrc/renderer/components/panels/MapPanel.tsxsrc/renderer/global.d.tssrc/renderer/hooks/useTriggerEngine.tssrc/renderer/lichSettings.tssrc/renderer/profile.tssrc/shared/types.ts
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- buildMacroVars (GameWindow.tsx) computed $health/$mana/etc from raw
vitals.current, the same bug useTriggerEngine's buildVars already fixed
for GS4 (whose current/max are real HP numbers, not a pre-computed
percentage) — macros/aliases now go through the same vitalPercent()
helper, exported from useTriggerEngine for reuse.
- StormFrontParser's effects-dialog clear ('t') arrives as a self-closing
<dialogData/> tag, so tagEnd() never runs for it and inEffectsDialog
stuck open, silently swallowing whatever <progressBar> came next
(CodeRabbit). Finalize immediately when selfClosing is true.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Hey thanks for the PR, I'll take a look at this next. I'd love to get Gemstone support working. Thanks! |
Summary
Lichborne has been DR-only since its first release. This adds the game-family plumbing needed to connect, authenticate, and play a GS4 (GemStone IV) character — verified end-to-end against a real, live GS4 character via Lich, not just at the code level.
GameFamilydiscriminator, the four GS4 shards added to theGAMEStable (ports/flags verified against lich-5's own source), and a couple of latent bugs this surfaced (an empty-argv-entry bug in the Lich launch path, and a closed DR-only game-sections list in the launcher that would have made a GS4 character invisible after creation).StormFrontParsernow recognizes GS4's vital/effects vocabulary. Live play against a real GS4 character surfaced three real bugs no amount of code-reading would have caught — a garbled vitals bar, room titles that silently never updated at all for GS4, and trigger$health/$mana/etc. variables that would have compared raw HP numbers against percentage thresholds. All three are fixed and re-verified live.Deliberately not included: GS4-native UI (Spellbook, Combat HUD, PSM tracker, a GS4 Infomon-style tab). The wire-level event plumbing (
EffectsUpdateEventfor Active Spells/Buffs/Debuffs/Cooldowns) is in place and verified against real captured GS4 XML, but building the actual panels needs a proper visual QA pass this PR didn't attempt — happy to follow up.Test plan
npm run build:main/npm run build:renderer/npx tsc --noEmit/npx tsc --noEmit -p tsconfig.main.jsonall clean (only the one pre-existing baselinetsconfig.main.jsonerror, unrelated to this change) — re-run after every edit in this PR.[Town Square, Small Park - 288] (u7355)) and the Lich Map tracks the character's position live.Co-Authored-By: Claude Sonnet 5 noreply@anthropic.com
Summary by CodeRabbit