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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@ -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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