fix(input): free-fly is unreachable, and Escape no longer answers to it
User report: "ESC is hardwired to Freefly which it should not be ... the freefly should really be discarded. Should not be in the client." Two separate things were true. Escape ran a priority chain — cancel target mode, else EXIT FLY MODE, else leave player mode, else close a window — so in a session that had reached the free-fly camera, Escape spent itself on that rung instead of doing what the player expected. The rung is gone; a session somehow in fly mode now falls through to the next one. And free-fly was still bound: Ctrl+Shift+F in RetailDefaults (the table production actually loads) and plain F in AcdreamCurrentDefaults (dead since K.1c, removed anyway so it cannot be revived by accident). The comment on the live binding advertised two other ways in — the ImGui View menu and the Debug panel's "Toggle Free-Fly Mode" button — but BOTH went away with AcDream.UI.ImGui at Campaign V, so the shortcut was the last route in. It is now unbound, and a test pins that across both default tables. This makes free-fly unreachable rather than deleted. The implementation still spans 25 files (CameraController, FlyCamera, the dispatcher capture, pointer controller, composition, and a streaming observer source), and ripping that out at the end of a long session is how a regression lands in the camera. Scoped as its own follow-up; unbinding is what fixes the reported behaviour today. The Escape priority test was updated rather than deleted: its middle row now asserts the fall-through, so the removed rung is documented by a passing test instead of by its absence. Solution builds clean; full hermetic gate green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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4 changed files with 45 additions and 13 deletions
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@ -239,8 +239,6 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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{
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if (_targetMode.IsAnyTargetModeActive)
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_targetMode.CancelTargetMode();
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else if (_camera.IsFlyMode)
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_camera.ExitFlyMode();
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else if (_playerMode.IsPlayerMode)
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_playerMode.ExitPlayerMode();
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else
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@ -122,7 +122,6 @@ public sealed class KeyBindings
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b.Add(new(new KeyChord(Key.F9, ModifierMask.None), InputAction.AcdreamSensitivityUp));
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b.Add(new(new KeyChord(Key.M, ModifierMask.Ctrl), InputAction.AcdreamToggleAudioMute));
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b.Add(new(new KeyChord(Key.F10, ModifierMask.None), InputAction.AcdreamCycleWeather));
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b.Add(new(new KeyChord(Key.F, ModifierMask.None), InputAction.AcdreamToggleFlyMode));
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b.Add(new(new KeyChord(Key.Tab, ModifierMask.None), InputAction.AcdreamTogglePlayerMode));
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b.Add(new(new KeyChord(Key.Escape, ModifierMask.None), InputAction.EscapeKey));
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@ -368,14 +367,15 @@ public sealed class KeyBindings
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// collide with anything retail-faithful.
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b.Add(new(new KeyChord(Key.M, ModifierMask.Ctrl), InputAction.AcdreamToggleAudioMute));
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// K-fix2 (2026-04-26): free-fly toggle keyboard shortcut.
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// Retail leaves Ctrl+Shift+F unbound (retail F = SelectionPickUp,
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// Ctrl+F = unused) so this is non-conflicting. Also discoverable
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// via View → Camera in the ImGui MainMenuBar and the
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// "Toggle Free-Fly Mode" button in the Debug panel.
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b.Add(new(
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new KeyChord(Key.F, ModifierMask.Ctrl | ModifierMask.Shift),
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InputAction.AcdreamToggleFlyMode));
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// The free-fly camera has NO key binding. It is a developer camera
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// retail never had, and a player who reaches it finds the client in a
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// state nothing in the retail UI explains. Its two discovery routes
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// named by the old comment here — the ImGui View menu and the Debug
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// panel button — both went away with AcDream.UI.ImGui at Campaign V,
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// so the shortcut was the last way in.
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//
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// The mode's implementation is still present and is scheduled for
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// removal; unbinding it is what makes it unreachable today.
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// K-fix1 (2026-04-26): RMB-hold camera orbit. Coexists with the
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// SelectRight Click binding above resolves only after a stationary
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@ -79,12 +79,22 @@ public sealed class GameplayInputCommandControllerTests
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Assert.Empty(harness.Calls);
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}
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/// <summary>
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/// Escape's priority chain: cancel a target mode, else leave player mode,
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/// else close a window.
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/// </summary>
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/// <remarks>
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/// The free-fly rung was REMOVED (2026-08-21, user direction: free-fly
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/// "should not be in the client"). The middle row below is the proof — a
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/// session that is somehow in fly mode now falls through to the next rung
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/// rather than silently exiting a camera the player has no way to enter.
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/// </remarks>
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[Theory]
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[InlineData(true, true, true, "cancel-target")]
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[InlineData(false, true, true, "exit-fly")]
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[InlineData(false, true, true, "exit-player")]
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[InlineData(false, false, true, "exit-player")]
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[InlineData(false, false, false, "close")]
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public void Escape_PreservesTargetFlyPlayerWindowPriority(
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public void Escape_PreservesTargetPlayerWindowPriority(
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bool targetMode,
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bool flyMode,
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bool playerMode,
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@ -243,4 +243,28 @@ public class KeyBindingsRetailTests
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Assert.NotNull(bound);
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Assert.Equal(InputAction.ToggleOptionsPanel, bound!.Value.Action);
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}
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/// <summary>
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/// The developer free-fly camera must not be reachable from the keyboard.
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/// </summary>
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/// <remarks>
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/// It is a camera retail never had, and a player who lands in it finds the
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/// client in a state nothing in the retail UI explains. Its two other ways
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/// in — the ImGui View menu and the Debug panel button — went away with
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/// AcDream.UI.ImGui at Campaign V, so a binding was the last route.
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/// </remarks>
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[Fact]
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public void NoDefaultBindingReachesTheFreeFlyCamera()
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{
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foreach (KeyBindings bindings in new[]
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{
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KeyBindings.RetailDefaults(),
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KeyBindings.AcdreamCurrentDefaults(),
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})
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{
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Assert.DoesNotContain(
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bindings.All,
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binding => binding.Action == InputAction.AcdreamToggleFlyMode);
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}
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}
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}
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