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>
This commit is contained in:
parent
8bbceff594
commit
04161defd8
7 changed files with 148 additions and 42 deletions
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@ -328,8 +328,12 @@ behavior when closed — [TWO-CLIENT], the `0x00A6` gate made observable
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step 7's damage-and-watch check). EXPECTED: vitals update normally on
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the new session, exactly as before the reconnect. BUG if vitals stay
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frozen for the rest of the new session — that means `0x00A6` was
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never re-declared after the generation reset
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(`SocialPanelController.ResetSessionDeclaration`).
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never re-declared after the generation reset. (Re-review re-fix
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2026-08-12: the re-declaration fires from the post-world
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`EnteredWorld` seam via `SocialPanelController.RedeclareAfterWorldEntry`,
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NOT the pre-world `ResetSessionDeclaration`, which only clears the
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latch — declaring before world entry was silently dropped by the
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world-gated command, the original defect.)
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10. **Your OWN row's vitals should always update** (your own vitals are
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driven by the existing player-vitals pipeline, not the fellowship
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`0x02C0` stream) — this is expected and not a sign that `0x00A6` is
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@ -157,7 +157,17 @@ internal sealed class LiveSessionRuntimeFactory
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ClearCombat: _domain.Actions.Combat.Clear),
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EnteredWorld: new(
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SetActiveCharacter: _interaction.Settings.SetActiveCharacter,
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RestoreLayout: () => _ui.RetailUi?.RestoreLayout(),
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RestoreLayout: () =>
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{
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_ui.RetailUi?.RestoreLayout();
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// MUST-FIX 3 re-fix (FA4 re-review REOPEN): re-declare a
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// still-open Fellowship page's 0x00A6 now we are in world —
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// RestoreLayout is the post-world UI-restore moment, and
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// this is idempotent if RestoreLayout already re-showed the
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// page (the latch is already set). ResetSessionTransientUi
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// (pre-world) only cleared the latch.
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_ui.RetailUi?.RedeclareSocialPanelAfterWorldEntry();
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},
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SyncToolbar: () => _ui.RetailUi?.SyncToolbarWindowButtons(),
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LoadCharacterSettings: _interaction.Settings.LoadCharacterContext,
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ArmPlayerModeAutoEntry: _interaction.PlayerModeAutoEntry.Arm),
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@ -533,8 +533,18 @@ public sealed class SocialFellowshipPageController
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public void SetPageVisible(bool visible)
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{
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if (_pageVisible == visible) return;
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// MUST-FIX 3 re-fix (FA4 re-review REOPEN, 2026-08-12): advance the
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// edge-trigger latch ONLY when the 0x00A6 declaration was actually
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// published (Accepted). A generation reset runs BEFORE the
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// reconnected session is in world, so this command is world-gated and
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// returns Inactive there — publishing nothing. The original fix
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// latched unconditionally, leaving `_pageVisible = true` while the
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// fresh server was never told, so the intended post-world
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// re-declaration became a no-op (already latched) and fellow vitals
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// stayed frozen. Leaving the latch untouched on a dropped publish
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// lets RedeclareAfterWorldEntry retry exactly once, in world.
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if (_bindings.SetPanelOpen(visible).Status == RuntimeCommandStatus.Accepted)
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_pageVisible = visible;
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_bindings.SetPanelOpen(visible);
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}
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/// <summary>
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@ -280,26 +280,34 @@ public sealed class SocialPanelController : IRetainedPanelController
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_fellowship?.SetPageVisible(_visible && IsShowingFellowship);
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/// <summary>
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/// MUST-FIX 3 (FA4 fix round, 2026-08-12): called from
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/// <see cref="RetailUiRuntime.ResetSessionTransientUi"/> — a seam that
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/// already runs on every generation reset — to re-arm the Fellowship
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/// page's <c>0x00A6</c> edge-trigger latch. <see cref="SocialPanelController"/>
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/// is process-lifetime and the latch
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/// (<see cref="SocialFellowshipPageController.SetPageVisible"/>) is
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/// edge-triggered on a bool that survives a reconnect unchanged, so
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/// without this a still-open Fellowship page never re-declares
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/// <c>0x00A6</c> on the fresh session and every fellow's vitals freeze
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/// for its remaining lifetime. Clears the latch, then re-evaluates the
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/// SAME D4 conjunction <see cref="OnShown"/>/<see cref="OnHidden"/>/tab
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/// switches use — a still-open Fellowship page re-declares; a closed or
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/// other-tab page correctly stays silent (the conjunction is false, so
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/// the now-cleared latch is simply left at its default).
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/// MUST-FIX 3 (FA4 fix round, 2026-08-12) — the PRE-WORLD half. Called
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/// from <see cref="RetailUiRuntime.ResetSessionTransientUi"/>, a seam
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/// that runs on every generation reset BEFORE the new session is in
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/// world. <see cref="SocialPanelController"/> is process-lifetime and the
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/// Fellowship page's <c>0x00A6</c> latch survives a reconnect unchanged,
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/// so it must be re-armed for the fresh session — but ONLY CLEARED here.
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/// It must NOT re-declare from this seam: <c>SetPanelOpen</c> is
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/// world-gated, so a re-declaration attempted before world entry is
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/// dropped (Inactive). The actual re-declaration is
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/// <see cref="RedeclareAfterWorldEntry"/>, wired to the post-world
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/// <c>EnteredWorld</c> seam (FA4 re-review REOPEN, 2026-08-12).
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/// </summary>
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public void ResetSessionDeclaration()
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{
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_fellowship?.ResetPageVisibleLatch();
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UpdateFellowshipPageVisibility();
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}
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public void ResetSessionDeclaration() => _fellowship?.ResetPageVisibleLatch();
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/// <summary>
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/// MUST-FIX 3 (FA4 fix round) — the POST-WORLD half. Wired to the
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/// LiveSession <c>EnteredWorld</c> seam, so it runs after a (re)connect
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/// has entered world and <c>SetPanelOpen</c> is Accepted. Re-evaluates
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/// the same D4 conjunction <see cref="OnShown"/>/<see cref="OnHidden"/>/
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/// tab switches use: a still-open Fellowship page re-declares
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/// <c>0x00A6</c> to the fresh server and fellow vitals resume; a closed
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/// or other-tab page stays silent (the conjunction is false, so the
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/// latch <see cref="ResetSessionDeclaration"/> cleared is left at its
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/// default). Idempotent — if a persisted layout already re-showed the
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/// page and <see cref="OnShown"/> re-declared, the latch is already set
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/// and this is a no-op.
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/// </summary>
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public void RedeclareAfterWorldEntry() => UpdateFellowshipPageVisibility();
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/// <summary>
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/// Per-frame poll: the Fellowship/Allegiance empty-state gates (no
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@ -749,6 +749,14 @@ public sealed class RetailUiRuntime : IDisposable
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SocialPanelController?.ResetSessionDeclaration();
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}
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/// <summary>MUST-FIX 3 re-fix (FA4 re-review REOPEN, 2026-08-12): wired to
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/// the LiveSession <c>EnteredWorld</c> seam so a still-open Fellowship
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/// page re-declares its <c>0x00A6</c> panel-open state AFTER a (re)connect
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/// is in world — <see cref="ResetSessionTransientUi"/> runs pre-world and
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/// only cleared the latch, and <c>SetPanelOpen</c> is world-gated.</summary>
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public void RedeclareSocialPanelAfterWorldEntry() =>
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SocialPanelController?.RedeclareAfterWorldEntry();
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public void UpdateCursor(IEnumerable<IMouse> mice)
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{
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CursorFeedback feedback = _bindings.Cursor.Feedback.Update(Host.Root);
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@ -116,6 +116,7 @@ public sealed class SocialFellowshipPageControllerTests
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}
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private static readonly RuntimeCommandResult InactiveResult = new(RuntimeCommandStatus.Inactive, default);
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private static readonly RuntimeCommandResult AcceptedResult = new(RuntimeCommandStatus.Accepted, default);
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private sealed class FellowshipBindingsBuilder
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{
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@ -127,6 +128,11 @@ public sealed class SocialFellowshipPageControllerTests
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public uint LocalPlayerGuid;
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public Func<uint, uint, UiElement?> TemplateResolver = FakeRowResolver;
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public Func<uint, uint, string?> ResolveString = static (_, _) => null;
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// SetPanelOpen (0x00A6) is the one command whose CONTROLLER behavior
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// depends on the result status (MUST-FIX 3 re-fix: the latch advances
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// only on Accepted). Default in-world so the edge-trigger tests model
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// production; a test flips this false to simulate a pre-world reset.
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public bool PanelOpenInWorld = true;
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public SocialFellowshipPageController.Bindings Build() => new(
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Snapshot: () => Snapshot,
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@ -138,7 +144,7 @@ public sealed class SocialFellowshipPageControllerTests
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Quit: disband => { Calls.Add($"quit:{disband}"); return InactiveResult; },
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AssignLeader: guid => { Calls.Add($"assign-leader:{guid:X8}"); return InactiveResult; },
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SetOpen: isOpen => { Calls.Add($"set-open:{isOpen}"); return InactiveResult; },
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SetPanelOpen: panelOpen => { Calls.Add($"set-panel-open:{panelOpen}"); return InactiveResult; },
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SetPanelOpen: panelOpen => { Calls.Add($"set-panel-open:{panelOpen}"); return PanelOpenInWorld ? AcceptedResult : InactiveResult; },
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Selection: Selection,
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LocalPlayerGuid: () => LocalPlayerGuid,
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CurrentCharacterOption: id => Options.TryGetValue(id, out bool v) && v,
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@ -758,4 +764,32 @@ public sealed class SocialFellowshipPageControllerTests
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controller.SetPageVisible(false);
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Assert.Contains("set-panel-open:False", b.Calls);
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}
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[Fact]
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public void SetPageVisible_DoesNotLatch_WhenDeclarationDropped_SoItRetriesInWorld()
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{
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// MUST-FIX 3 re-fix (FA4 re-review REOPEN): a declaration attempted
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// before world entry is dropped (Inactive). The latch must NOT advance
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// on a dropped publish — otherwise the in-world retry is deduplicated
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// away and the server never learns the panel is open (fellow vitals
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// freeze). This is the widget-level root of the reconnect bug.
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UiElement root = BuildPageRoot(out _, out _);
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var b = new FellowshipBindingsBuilder
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{
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Snapshot = new RuntimeFellowshipSnapshot { IsInFellowship = true },
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PanelOpenInWorld = false, // pre-world: SetPanelOpen returns Inactive
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};
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SocialFellowshipPageController controller = SocialFellowshipPageController.Bind(root, b.Build())!;
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b.Calls.Clear();
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controller.SetPageVisible(true);
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Assert.Contains("set-panel-open:True", b.Calls); // attempted, dropped
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b.Calls.Clear();
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// In world now: the SAME visible=true re-attempts (not deduplicated,
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// because the dropped attempt never latched) and this time it sticks.
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b.PanelOpenInWorld = true;
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controller.SetPageVisible(true);
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Assert.Contains("set-panel-open:True", b.Calls);
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}
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}
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@ -19,6 +19,8 @@ public sealed class SocialPanelControllerTests
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{
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private static readonly RuntimeCommandResult InactiveResult =
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new(RuntimeCommandStatus.Inactive, default);
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private static readonly RuntimeCommandResult AcceptedResult =
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new(RuntimeCommandStatus.Accepted, default);
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/// <summary>Campaign FA slice FA4: the Fellowship page's full read/write
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/// seam. Every command records its call (by name) into
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@ -35,9 +37,14 @@ public sealed class SocialPanelControllerTests
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uint localPlayerGuid = 0u,
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Func<CharacterOptionId, bool>? currentCharacterOption = null,
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Func<uint, uint, UiElement?>? templateResolver = null,
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Func<uint, uint, string?>? resolveString = null)
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Func<uint, uint, string?>? resolveString = null,
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Func<bool>? panelOpenInWorld = null)
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{
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calls ??= new List<string>();
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// SetPanelOpen (0x00A6) is world-gated in production; only its result
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// status feeds the MUST-FIX 3 latch. Default in-world (Accepted) so
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// the D4-conjunction tests model production; a reconnect test flips it.
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Func<bool> inWorld = panelOpenInWorld ?? (static () => true);
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return new SocialFellowshipPageController.Bindings(
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Snapshot: () => snapshot,
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Members: () => members ?? [],
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@ -48,7 +55,7 @@ public sealed class SocialPanelControllerTests
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Quit: disband => { calls.Add($"fellowship-quit:{disband}"); return InactiveResult; },
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AssignLeader: guid => { calls.Add($"fellowship-assign-leader:{guid:X8}"); return InactiveResult; },
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SetOpen: isOpen => { calls.Add($"fellowship-set-open:{isOpen}"); return InactiveResult; },
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SetPanelOpen: panelOpen => { calls.Add($"fellowship-set-panel-open:{panelOpen}"); return InactiveResult; },
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SetPanelOpen: panelOpen => { calls.Add($"fellowship-set-panel-open:{panelOpen}"); return inWorld() ? AcceptedResult : InactiveResult; },
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Selection: selection ?? new SelectionState(),
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LocalPlayerGuid: () => localPlayerGuid,
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CurrentCharacterOption: currentCharacterOption ?? (_ => false),
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@ -61,12 +68,13 @@ public sealed class SocialPanelControllerTests
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RuntimeFellowshipSnapshot fellowship = default,
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RuntimeAllegianceSnapshot allegiance = default,
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FriendsState? friends = null,
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SquelchState? squelch = null)
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SquelchState? squelch = null,
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Func<bool>? panelOpenInWorld = null)
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{
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calls ??= new List<string>();
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return new SocialPanelController.Callbacks(
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Toggle: () => calls.Add("toggle"),
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Fellowship: MakeFellowshipBindings(calls, fellowship),
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Fellowship: MakeFellowshipBindings(calls, fellowship, panelOpenInWorld: panelOpenInWorld),
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AllegianceSnapshot: () => allegiance,
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Friends: friends ?? new FriendsState(),
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Squelch: squelch ?? new SquelchState(),
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@ -538,49 +546,73 @@ public sealed class SocialPanelControllerTests
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}
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/// <summary>
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/// MUST-FIX 3 (FA4 fix round) — a generation reset (reconnect) while
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/// the Fellowship page is still open must re-declare <c>0x00A6</c> on
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/// the fresh session, not silently stay latched from the old one.
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/// MUST-FIX 3 (FA4 fix round) + its re-review REOPEN re-fix: a reconnect
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/// while the Fellowship page stays open must re-declare <c>0x00A6</c> on
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/// the fresh session — but ONLY AFTER world entry. The generation reset
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/// (<see cref="SocialPanelController.ResetSessionDeclaration"/>) runs
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/// BEFORE the new session is in world, where <c>SetPanelOpen</c> is
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/// dropped (Inactive); it must only clear the latch. The re-declaration
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/// is <see cref="SocialPanelController.RedeclareAfterWorldEntry"/>, wired
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/// to the post-world <c>EnteredWorld</c> seam. The original fix declared
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/// from the pre-world reset — the fake recorded a send the real
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/// world-gated command would have dropped, so the roster stayed frozen.
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/// </summary>
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[Fact]
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public void ResetSessionDeclaration_ReArms0x00A6_ForAStillOpenFellowshipPage()
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public void Reconnect_ReDeclares0x00A6_AfterWorldEntry_NotDuringPreWorldReset()
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{
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var calls = new List<string>();
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bool inWorld = true;
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ImportedLayout layout = FixtureLoader.LoadSocialPanelHost();
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SocialPanelController? controller = SocialPanelController.Bind(
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layout,
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MakeCallbacks(calls, fellowship: new RuntimeFellowshipSnapshot { IsInFellowship = true }));
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MakeCallbacks(
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calls,
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fellowship: new RuntimeFellowshipSnapshot { IsInFellowship = true },
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panelOpenInWorld: () => inWorld));
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Assert.NotNull(controller);
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controller!.ActivateTabs();
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controller.OnShown();
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controller.ShowFellowship();
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Assert.Contains("fellowship-set-panel-open:True", calls);
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Assert.Contains("fellowship-set-panel-open:True", calls); // declared in world
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calls.Clear();
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// Simulate a reconnect: generation reset while the panel stays open
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// on the Fellowship tab (nothing else in this controller changes).
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// Reconnect: the generation reset runs BEFORE the new session is in
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// world. The pre-world reset must leave NO published 0x00A6 (the
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// REOPEN bug latched a dropped send here and never retried).
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inWorld = false;
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controller.ResetSessionDeclaration();
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Assert.DoesNotContain(calls, c => c.StartsWith("fellowship-set-panel-open"));
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// World entry: the post-world seam re-declares, now Accepted.
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inWorld = true;
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controller.RedeclareAfterWorldEntry();
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Assert.Contains("fellowship-set-panel-open:True", calls);
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}
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/// <summary>MUST-FIX 3's counterpart: a reconnect while the panel is
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/// closed (or on a different tab) must NOT spuriously declare
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/// <c>0x00A6</c> true.</summary>
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/// closed (or on a different tab) must NOT declare <c>0x00A6</c> true,
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/// even after world entry.</summary>
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[Fact]
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public void ResetSessionDeclaration_StaysSilent_WhenFellowshipPageIsNotActuallyOpen()
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public void Reconnect_StaysSilent_WhenFellowshipPageIsNotActuallyOpen()
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{
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var calls = new List<string>();
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bool inWorld = true;
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ImportedLayout layout = FixtureLoader.LoadSocialPanelHost();
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SocialPanelController? controller = SocialPanelController.Bind(
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layout,
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MakeCallbacks(calls, fellowship: new RuntimeFellowshipSnapshot { IsInFellowship = true }));
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MakeCallbacks(
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calls,
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fellowship: new RuntimeFellowshipSnapshot { IsInFellowship = true },
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panelOpenInWorld: () => inWorld));
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Assert.NotNull(controller);
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controller!.ActivateTabs(); // default tab: Allegiance
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controller!.ActivateTabs(); // default tab: Allegiance (Fellowship not active)
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controller.OnShown();
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calls.Clear();
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inWorld = false;
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controller.ResetSessionDeclaration();
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inWorld = true;
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controller.RedeclareAfterWorldEntry();
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Assert.DoesNotContain(calls, c => c.StartsWith("fellowship-set-panel-open"));
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}
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Reference in a new issue