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Add GS4 (GemStone IV) connectivity foundation - #1

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mrhoribu:gs4-support
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Add GS4 (GemStone IV) connectivity foundation#1
mrhoribu wants to merge 2 commits into
elanthia-online:mainfrom
mrhoribu:gs4-support

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@mrhoribu mrhoribu commented Aug 27, 2026

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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.

  • Connection layer: a GameFamily discriminator, the four GS4 shards added to the GAMES table (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).
  • Parser: StormFrontParser now 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.
  • Panels/map: DR-only panels (the experience/mindstate panel) are gated off for GS4 with an honest fallback; the Lich Map works for both families (fixed a cross-family map-file mixup bug along the way), Genie Maps stays DR-only since no GS4 map data exists.

Deliberately not included: GS4-native UI (Spellbook, Combat HUD, PSM tracker, a GS4 Infomon-style tab). The wire-level event plumbing (EffectsUpdateEvent for 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.json all clean (only the one pre-existing baseline tsconfig.main.json error, unrelated to this change) — re-run after every edit in this PR.
  • Connected a real GS4 character (GST shard) via Lich, live, and watched the raw XML stream in the Debug panel to ground every fix in real captured data rather than guesses.
  • Confirmed vitals (Health/Mana/Stamina/Spirit) display correct percentages.
  • Confirmed room title/room-id populate correctly ([Town Square, Small Park - 288] (u7355)) and the Lich Map tracks the character's position live.
  • Confirmed the GS4 shard list renders correctly in the Add Character wizard and DRT is still correctly excluded from it.
  • Not tested: GS4-native panels (none built yet, see above), Genie Maps gating on a second GS4 account, Team Login / Profile Transfer interactions with a GS4 character.

Co-Authored-By: Claude Sonnet 5 noreply@anthropic.com

Summary by CodeRabbit

  • New Features
    • Added support for GemStone IV shards, including launcher entries, game-specific panels, map handling, and direct-connection messaging.
    • Added timed effects, mindstate, and encumbrance tracking for GemStone IV.
    • Improved room-title detection and map selection across supported game families.
  • Bug Fixes
    • Corrected vital displays and trigger values to use percentages.
    • Prevented empty launch arguments from being passed during connection.
    • Restored timed-effect dialogs when sessions are taken over.

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>
@mrhoribu

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📝 Walkthrough

Walkthrough

The 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.

Changes

GemStone IV support

Layer / File(s) Summary
Game-family contracts and catalog
src/shared/types.ts, src/renderer/lichSettings.ts, src/renderer/profile.ts, src/renderer/components/Launcher.tsx, src/main/connection/SGEConnection.ts
Shard codes now map to DR or GS4. Game catalogs include four GemStone IV entries with ports and Lich flags.
GS4 room, vital, and effects parsing
src/main/parser/StormFrontParser.ts, src/shared/types.ts
The parser extracts GS4 room titles, mindstate, encumbrance, and timed-effect dialogs. It emits effects-update events, including empty updates.
Connection and map IPC integration
src/main/connection/ConnectionManager.ts, src/main/connection/LichConnection.ts, src/main/main.ts, src/main/preload.ts, src/renderer/global.d.ts
Connection messages use the detected family. Empty Lich arguments are removed. Sticky effects snapshots and family-filtered map lookup are added.
Family-aware renderer behavior
src/renderer/components/GameWindow.tsx, src/renderer/components/PanelFrame.tsx, src/renderer/components/PanelManager.tsx, src/renderer/components/panels/MapPanel.tsx, src/renderer/components/VitalsBar.tsx, src/renderer/hooks/useTriggerEngine.ts
GS4 sessions receive log-only defaults, exclude the DR-only exp panel, disable Genie Maps, select GS4 map data, and display vital percentages.

Estimated code review effort: 4 (Complex) | ~45 minutes

Merge Risk: 🟠 High · up to b3941

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
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Suggested reviewers: sekmehtdr

🚥 Pre-merge checks | ✅ 4 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 30.00% which is insufficient. The required threshold is 60.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 20 functions across 17 files. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (4 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title is concise, specific, and accurately summarizes the primary change: adding GemStone IV connectivity support.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
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Actionable comments posted: 1

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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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📥 Commits

Reviewing files that changed from the base of the PR and between 5d9bad7 and b394177.

📒 Files selected for processing (17)
  • src/main/connection/ConnectionManager.ts
  • src/main/connection/LichConnection.ts
  • src/main/connection/SGEConnection.ts
  • src/main/main.ts
  • src/main/parser/StormFrontParser.ts
  • src/main/preload.ts
  • src/renderer/components/GameWindow.tsx
  • src/renderer/components/Launcher.tsx
  • src/renderer/components/PanelFrame.tsx
  • src/renderer/components/PanelManager.tsx
  • src/renderer/components/VitalsBar.tsx
  • src/renderer/components/panels/MapPanel.tsx
  • src/renderer/global.d.ts
  • src/renderer/hooks/useTriggerEngine.ts
  • src/renderer/lichSettings.ts
  • src/renderer/profile.ts
  • src/shared/types.ts

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Comment thread src/main/parser/StormFrontParser.ts
- 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>
@SekmehtDR

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Collaborator

Hey thanks for the PR, I'll take a look at this next. I'd love to get Gemstone support working. Thanks!

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