fix(chargen): Campaign CC gate round 1 Batch A — GF-15 input, GF-5 skills rows, GF-13 GM toggles
GF-15 (the gate blocker): the Summary name field and Finish button were
NOT structurally broken — live repro over the project's own local ACE
test server showed clicks correctly focus the field and land characters.
The real bug only surfaces after the first dialog opens: pressing Finish
empty successfully creates the NoName RetailMessageDialogView (visible,
correct 400x95 geometry) but it renders nothing and silently absorbs
every click across the whole canvas. Root cause: CharacterCreationUiController.Tick
and CharacterManagementUiController.Tick both call UiRoot.BringToFront(Root)
unconditionally every frame (needed so chargen stays above the occluded
management screen, AP-229); a dialog root is a direct sibling under the
same UiRoot, and RetailWindowManager.BringToFront is "highest ZOrder among
siblings + 1" — whichever BringToFront runs last in a frame wins.
RetailDialogFactory.Tick never re-asserted its own dialogs' z-order, so
the next frame's screen Tick buried the dialog behind the screen's opaque
backdrop while it stayed the registered Modal with exclusive input
priority. Fixed by having RetailDialogFactory.Tick re-raise every open
dialog (in open-order) each tick, matching retail's always-on-top dialog
behavior. Live-verified the complete user sequence end to end: click
field, type, press Finish empty, dialog now visibly renders, OK dismisses
cleanly, field still typable afterward. The "[ Name" prefill question is
closed as a non-bug: neither CharGenState::RandomizeCharacter nor
gmCGSummaryPage::InitializePage write text into the field in the decomp;
retail's field is genuinely empty on open, matching acdream already.
GF-5: CharacterCreationSkillsPage.RebuildRows resolved the wrong listbox
template (Templates[0], retail's own 3-child bucket-header row) and
required the root to be a UiButton (it's a plain container). Byte-traced
gmCGSkillsPage::DoSkillRecords + tagSkillRecord's copy-ctor field order
to map every child id in the real row (Templates[1]): name, level/cost
text, and the two real per-row up/down arrow buttons. Wired the arrows to
retail's own plain-click dispatch, retiring (narrowing) AP-213's
click-to-advance/double-click-retreat single-button substitution.
GF-13: dat property 0x3B (Invisible) was never read by the importer.
Elements 0x10000403/0x10000494 ("Non-Admin"/"Non-Envoy") author it true.
A blast-radius sweep found 1,083 elements client-wide author the same
flag, so this fix stays chargen-scoped only (ElementInfo.Invisible /
UiElement.AuthoredInvisible are pure data additions; only
CharacterCreationUiController acts on them, by the authored flag, not a
hardcoded id list). General importer-wide honor filed as ISSUES.md #408;
register row AP-230 records the split.
Gates: solution build green; App 5266/3 skips/0 failed; Runtime 1735/0;
full-solution run 0 failures anywhere. Register: AP-230 filed, AP-213
narrowed. ISSUES: #408 filed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
6699e0f88c
commit
1d9de5e095
11 changed files with 823 additions and 78 deletions
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@ -617,6 +617,189 @@ public sealed class CharacterCreationLiveDatTests
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+ "gate argument needs re-verification for this skill.");
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}
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/// <summary>
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/// GF-13 (Campaign CC gate round 1, Batch A). Live-DAT-probe-confirmed:
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/// the GM-only labels <c>0x10000403</c> ("Non-Admin") and
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/// <c>0x10000494</c> ("Non-Envoy") both live under the Summary page
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/// (<c>0x100003D6</c>, path <c>0x100003CC > 0x100003D0 >
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/// 0x100003D6 > {0x10000403,0x10000494}</c>) and both author dat
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/// property <c>0x3B</c> (Invisible) = <see langword="true"/> — the exact
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/// mechanism retail's <c>UIElement::OnSetAttribute @0x00462d80</c> case 8
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/// hides them by. Pins the DATA half (<see cref="ElementInfo.Invisible"/>)
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/// against the installed EoR dat.
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/// </summary>
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[InstalledDatFact]
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public void SummaryPage_NonAdminNonEnvoyLabels_AuthorInvisibleTrue()
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{
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using var dats = new DatCollection(DatDirectory, DatAccessType.Read);
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uint layoutId = RetailDataIdResolver.Resolve(
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dats, CharacterCreationUiController.RootEnum, 5u);
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ElementInfo rootInfo = Assert.IsType<ElementInfo>(
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LayoutImporter.ImportInfos(
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dats, layoutId, CharacterCreationUiController.RootElementId));
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foreach (uint targetId in new[] { 0x10000403u, 0x10000494u })
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{
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ElementInfo? found = FindInfo(rootInfo, targetId);
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Assert.NotNull(found);
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Assert.True(
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found!.Invisible,
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$"element 0x{targetId:X8} must author dat property 0x3B (Invisible) = true.");
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}
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}
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/// <summary>
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/// GF-13: the BEHAVIOR half — after the real controller mounts through
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/// <see cref="CharacterCreationUiController.CreateDetached"/> (not a raw
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/// <see cref="LayoutImporter.Build"/> call), the two authored-invisible
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/// elements are not <see cref="UiElement.Visible"/>. Exercises
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/// <c>HideAuthoredInvisibleElements</c>'s real chargen-scoped honor path,
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/// not just the data plumbing the sibling test above pins.
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/// </summary>
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[InstalledDatFact]
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public void SummaryPage_NonAdminNonEnvoyLabels_HiddenAfterControllerMount()
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{
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using var dats = new DatCollection(DatDirectory, DatAccessType.Read);
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uint layoutId = RetailDataIdResolver.Resolve(
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dats, CharacterCreationUiController.RootEnum, 5u);
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ImportedLayout screen = BuildSelected(
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dats, layoutId, CharacterCreationUiController.RootElementId);
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var host = new UiRoot();
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var dialogs = MakeDialogFactory(dats, host);
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var bindings = new CharacterCreationRuntimeBindings(
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() => null,
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_ => default,
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_ => default,
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_ => default,
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(_, _) => default,
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(_, _) => default,
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_ => default,
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_ => default,
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_ => default,
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_ => default,
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_ => default,
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() => { });
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UiElement? ResolveTemplate(uint templateLayoutId, uint templateElementId) =>
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LayoutImporter.Import(
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dats, templateLayoutId, templateElementId, _ => (0u, 0, 0), null)?.Root;
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CharacterCreationUiController? controller =
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CharacterCreationUiController.CreateDetached(
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host, screen, ResolveTemplate, dialogs, bindings,
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new CharacterCreationUiController.DialogStrings(
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"Are you sure?", "No name", "Unspent credits", "Randomize?", "Name too long"));
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Assert.NotNull(controller);
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foreach (uint targetId in new[] { 0x10000403u, 0x10000494u })
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{
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UiElement found = Assert.IsAssignableFrom<UiElement>(
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UiElement.FindDescendant(controller!.Root, targetId));
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Assert.True(found.AuthoredInvisible, $"0x{targetId:X8} must carry AuthoredInvisible.");
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Assert.False(found.Visible, $"0x{targetId:X8} must be hidden after mount.");
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}
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controller!.Dispose();
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dialogs.Dispose();
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}
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/// <summary>
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/// GF-5 (Campaign CC gate round 1, Batch A). Live-DAT-probe-confirmed
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/// (raw <c>ElementDesc.Type</c> — the same id space as retail's
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/// <c>DynamicCast</c> tags, 1=Button, 12=Text): the Skills listbox
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/// authors exactly two templates. <c>Templates[0]</c>
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/// (<c>0x100002F4</c>) is retail's own 3-child bucket-HEADER row
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/// (unused by this port's flat-list simplification, AP-213).
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/// <c>Templates[1]</c> (<c>0x100002FF</c>) is the REAL skill row — a
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/// plain container root (rawType 3, NOT a Button), 7 children, byte-
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/// traced against <c>gmCGSkillsPage::DoSkillRecords @ 0x004817e0</c> +
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/// <c>tagSkillRecord</c>'s copy-constructor field order
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/// (<c>acclient.h</c>): name (<c>0x10000301</c>, Text), pSkillLevelText
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/// (<c>0x10000302</c>, Text), pUpCostText (<c>0x10000303</c>, Text),
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/// pSkillUpButton (<c>0x10000304</c>, Button), pSkillDownButton
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/// (<c>0x10000305</c>, Button), pDownCostText (<c>0x10000306</c>, Text).
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/// See <see cref="CharacterCreationSkillsPage"/>'s own class doc for the
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/// full trace.
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/// </summary>
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[InstalledDatFact]
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public void SkillsPage_RealRowTemplate_HasNameLevelCostTextAndArrowButtons()
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{
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using var dats = new DatCollection(DatDirectory, DatAccessType.Read);
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uint layoutId = RetailDataIdResolver.Resolve(
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dats, CharacterCreationUiController.RootEnum, 5u);
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ImportedLayout screen = BuildSelected(
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dats, layoutId, CharacterCreationUiController.RootElementId);
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UiElement skillsRoot = Assert.IsAssignableFrom<UiElement>(
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screen.FindElement(CharacterCreationUiController.SkillsPageElementId));
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UiTemplateListBox list = Assert.IsType<UiTemplateListBox>(
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UiElement.FindDescendant(skillsRoot, 0x100003F7u));
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Assert.Equal(2, list.Templates.Count);
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UiTemplateListEntry realRowTemplate = list.Templates[1];
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Assert.Equal(0x100002FFu, realRowTemplate.TemplateElementId);
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UiElement? row = LayoutImporter.Import(
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dats,
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realRowTemplate.TemplateLayoutId,
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realRowTemplate.TemplateElementId,
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_ => (0u, 0, 0),
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null)?.Root;
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UiElement realRow = Assert.IsAssignableFrom<UiElement>(row);
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Assert.IsNotType<UiButton>(realRow);
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Assert.IsType<UiText>(UiElement.FindDescendant(realRow, 0x10000301u));
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Assert.IsType<UiText>(UiElement.FindDescendant(realRow, 0x10000302u));
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Assert.IsType<UiText>(UiElement.FindDescendant(realRow, 0x10000303u));
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Assert.IsType<UiText>(UiElement.FindDescendant(realRow, 0x10000306u));
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Assert.IsType<UiButton>(UiElement.FindDescendant(realRow, 0x10000304u));
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Assert.IsType<UiButton>(UiElement.FindDescendant(realRow, 0x10000305u));
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// Templates[0] (0x100002F4) is retail's bucket-header row — unused
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// by RebuildRows, still confirmed present so a future revision that
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// drops it or changes its shape shows up here.
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Assert.Equal(0x100002F4u, list.Templates[0].TemplateElementId);
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}
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/// <summary>
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/// GF-15 (Campaign CC gate round 1, Batch A). Live-DAT-probe-confirmed
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/// during the investigation: the Message dialog catalog's popup
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/// (<c>0x3D</c>), message text (<c>0x3E</c>), and OK button
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/// (<c>0x26</c>) all author REAL, nonzero geometry (popup 400x95,
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/// centered by <see cref="RetailMessageDialogView.SizeAndCenter"/>) —
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/// ruling out a zero-size/collapsed-layout explanation for the dialog
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/// rendering nothing. The actual root cause was a Z-ORDER bug (the
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/// chargen screen's own per-tick <c>BringToFront</c> burying the dialog
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/// behind its opaque backdrop while the dialog kept exclusive
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/// <see cref="UiRoot.Modal"/> input priority — fixed in
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/// <see cref="RetailDialogFactory.Tick"/>). This test pins the geometry
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/// half so a future DAT revision that collapses the popup/message/button
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/// to zero size is caught here instead of silently reintroducing an
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/// invisible dialog.
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/// </summary>
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[InstalledDatFact]
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public void MessageDialogCatalog_PopupMessageAndOkButton_AuthorNonzeroGeometry()
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{
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using var dats = new DatCollection(DatDirectory, DatAccessType.Read);
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uint dialogDid = RetailDataIdResolver.Resolve(dats, 2u, 5u);
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ElementInfo rootInfo = Assert.IsType<ElementInfo>(
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LayoutImporter.ImportInfos(dats, dialogDid, 0x24u));
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Assert.Equal(800f, rootInfo.Width);
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Assert.Equal(600f, rootInfo.Height);
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ElementInfo popup = Assert.IsType<ElementInfo>(FindInfo(rootInfo, 0x3Du));
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Assert.True(popup.Width > 0f && popup.Height > 0f);
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ElementInfo message = Assert.IsType<ElementInfo>(FindInfo(rootInfo, 0x3Eu));
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Assert.True(message.Width > 0f && message.Height > 0f);
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ElementInfo okButton = Assert.IsType<ElementInfo>(FindInfo(rootInfo, 0x26u));
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Assert.True(okButton.Width > 0f && okButton.Height > 0f);
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}
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private static void AssertButton(ImportedLayout layout, uint elementId) =>
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Assert.IsType<UiButton>(layout.FindElement(elementId));
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@ -279,8 +279,16 @@ public sealed class CharacterCreationUiControllerTests
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Assert.Equal(42, environment.Runtime.LastAttributeValue);
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}
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/// <summary>
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/// GF-5 fix (2026-08-16): the row is now the REAL <c>Templates[1]</c>
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/// (<c>0x100002FF</c>) subtree — a plain container root with the two
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/// separate arrow buttons retail authors (<c>pSkillUpButton</c>
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/// <c>0x10000304</c> / <c>pSkillDownButton</c> <c>0x10000305</c>), each
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/// firing on a PLAIN click (<c>ListenToElementMessage @0x004814c0</c>),
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/// not the old single-button click-vs-double-click substitution.
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/// </summary>
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[Fact]
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public void SkillsRow_Click_TrainsThenSpecializes()
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public void SkillsRow_ArrowClick_TrainsThenSpecializes()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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@ -288,30 +296,71 @@ public sealed class CharacterCreationUiControllerTests
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environment.TabButton(CharacterCreationUiController.SkillsTabElementId)
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.OnClick!();
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// Rows are built in ascending skill-id order (RebuildRows' 1..54
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// walk over IsCostable ids) — SkillSpecializable's row is identified
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// by its label prefix (FormatSkillLabel's "{name}: ..." shape)
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// rather than instance identity, since the controller owns the
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// row->skillId map privately.
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string skillName = ItemAppraisalTextFormatter.SkillName((int)SkillSpecializable);
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UiButton row = environment.SkillsList().ViewportForTest!.Children
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.OfType<UiButton>()
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.Single(candidate => candidate.Label!.StartsWith(
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skillName + ":", StringComparison.Ordinal));
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(UiButton up, UiButton down) = environment.SkillRowArrows(SkillSpecializable);
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row.OnClick!();
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up.OnClick!();
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Assert.Equal(ChargenSkillAdvancementClass.Trained,
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environment.Runtime.GetSkillLevel(SkillSpecializable));
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row.OnClick!();
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up.OnClick!();
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Assert.Equal(ChargenSkillAdvancementClass.Specialized,
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environment.Runtime.GetSkillLevel(SkillSpecializable));
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row.OnDoubleClick!();
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down.OnClick!();
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Assert.Equal(ChargenSkillAdvancementClass.Trained,
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environment.Runtime.GetSkillLevel(SkillSpecializable));
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}
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/// <summary>
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/// GF-5: the listbox produces one row per costable skill through the
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/// REAL template-resolver path (<c>Templates[1]</c>, not the bucket-
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/// header <c>Templates[0]</c>), with name/level/cost values populated
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/// from a known snapshot — the exact regression CC5's fixture tests
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/// never had (they called <c>UiField.SetText</c>/<c>UiButton.OnClick</c>
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/// directly, bypassing RebuildRows' own template resolution entirely).
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/// </summary>
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[Fact]
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public void SkillsPage_Rows_RenderNameAndLevelCostValues_ThroughTheRealTemplate()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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environment.Runtime.SelectHeritageDirect(AluvianId);
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environment.TabButton(CharacterCreationUiController.SkillsTabElementId)
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.OnClick!();
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IReadOnlyList<UiElement> rows = environment.SkillsList().ViewportForTest!.Children;
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// Aluvian's fixture only costs SkillTrainOnly(1)/SkillSpecializable(2).
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Assert.Equal(2, rows.Count);
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UiElement row = Assert.Single(rows, candidate =>
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UiElement.FindDescendant(candidate, 0x10000301u) is UiText name
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&& JoinedText(name) == ItemAppraisalTextFormatter.SkillName((int)SkillTrainOnly));
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// FakeRuntime.GetSkillScore's deterministic stand-in: skillId * 10.
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UiText level = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000302u));
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Assert.Equal((SkillTrainOnly * 10u).ToString(), JoinedText(level));
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// Default (never-touched) level: up cost = trained cost (2), down
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// cost blank (nothing below Untrained/Inactive).
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UiText upCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000303u));
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UiText downCost = Assert.IsType<UiText>(UiElement.FindDescendant(row, 0x10000306u));
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Assert.Equal("2", JoinedText(upCost));
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Assert.Equal(string.Empty, JoinedText(downCost));
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// Advancing to Trained flips the cost pair: up = specCost-trainCost
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// (6-2=4), down = trainCost (2). FakeRuntime.SetSkillLevel is a
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// lightweight stub that doesn't bump Revision itself (unlike
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// production's TrySetSkillLevel, RuntimeCharacterCreationState.cs
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// ~1045), so force one the same way the file's other post-click
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// refresh assertions do.
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environment.SkillRowArrows(SkillTrainOnly).Up.OnClick!();
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RuntimeCharacterCreationSnapshot snapshot = environment.Runtime.View.Snapshot;
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environment.Runtime.View.Snapshot = snapshot with { Revision = snapshot.Revision + 1 };
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environment.Controller.Tick();
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Assert.Equal("4", JoinedText(upCost));
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Assert.Equal("2", JoinedText(downCost));
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}
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[Fact]
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public void TownButton_SelectsTheLiteralStartAreaIndex()
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{
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@ -862,6 +911,94 @@ public sealed class CharacterCreationUiControllerTests
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Assert.Equal("No name entered.", environment.LastDialogMessage());
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}
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/// <summary>
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/// GF-15 (Campaign CC gate round 1, Batch A). The exact user sequence,
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/// driven through the REAL <see cref="UiRoot.OnMouseDown"/>/
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/// <see cref="UiRoot.OnChar"/> event pipeline — every OTHER Summary-page
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/// test in this file calls <c>field.SetText</c>/<c>UiButton.OnClick!()</c>
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/// directly, which bypasses <see cref="UiRoot"/>'s own pick/focus/Modal
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/// dispatch entirely and is exactly why those tests kept passing while
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/// the live screen was dead. Root cause (live-repro-confirmed):
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/// <see cref="CharacterCreationUiController.Tick"/>'s own per-tick
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/// <c>UiRoot.BringToFront(Root)</c> (needed so chargen stays above the
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/// occluded character-management screen, AP-229) buried any dialog
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/// opened while chargen is active on the VERY NEXT frame, because
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/// <see cref="RetailDialogFactory.Tick"/> never re-asserted its own open
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/// dialogs' z-order — fixed by having it do so, in open-order, every
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/// tick.
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/// </summary>
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[Fact]
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public void Finish_EmptyName_RealEventPath_DialogSurvivesTheNextFrameTick_AndFieldRefocusableAfterDismiss()
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{
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using var environment = new EnvironmentHarness();
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environment.Controller.Open();
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// Heritage/gender must be selected so Finish's HeritageOrGenderUnset
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// local refusal (which has no retail dialog) can't preempt the
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// NoName refusal this test exercises.
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SelectAluvianMale(environment);
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GoToSummary(environment);
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UiField nameField = environment.SummaryNameField();
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UiButton finishButton = environment.Button(CharacterCreationUiController.FinishElementId);
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// (1) A real mouse-down at the field's own screen rect sets
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// KeyboardFocus to it.
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Vector2 fieldPos = nameField.ScreenPosition;
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environment.Host.OnMouseDown(UiMouseButton.Left, (int)fieldPos.X + 2, (int)fieldPos.Y + 2);
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Assert.Same(nameField, environment.Host.KeyboardFocus);
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// (2) A subsequent OnChar lands a character in the field through
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// the real event pipeline (UiRoot.OnChar -> BubbleEvent ->
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// UiField.OnEvent), not a direct SetText call -- then the user's
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// own live-repro clear (repeated Backspace) empties it again, so
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// the field is genuinely empty when Finish commits it below
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// (clicking Finish blurs the field, which commits its text --
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// CommitNameFromField -- exactly like a real click-away would).
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environment.Host.OnChar('Z');
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Assert.Equal("Z", nameField.Text);
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nameField.Backspace();
|
||||
Assert.Equal(string.Empty, nameField.Text);
|
||||
|
||||
// (3) A real click on Finish while the field is empty. UiButton's
|
||||
// own click fires on the press-release pair (OnMouseUp with the
|
||||
// same target still Captured from OnMouseDown), matching every
|
||||
// other real click below.
|
||||
Vector2 finishPos = finishButton.ScreenPosition;
|
||||
environment.Host.OnMouseDown(UiMouseButton.Left, (int)finishPos.X + 2, (int)finishPos.Y + 2);
|
||||
environment.Host.OnMouseUp(UiMouseButton.Left, (int)finishPos.X + 2, (int)finishPos.Y + 2);
|
||||
|
||||
Assert.Equal(1, environment.Runtime.FinishCallCount);
|
||||
Assert.True(environment.Dialogs.IsOpen);
|
||||
UiPanel dialogModal = Assert.IsAssignableFrom<UiPanel>(environment.Host.Modal);
|
||||
|
||||
// (4) Reproduce the exact bug window: one full frame's worth of
|
||||
// ticks in production order (CharacterCreationController.Tick then
|
||||
// DialogFactory.Tick, RetailUiRuntime.Tick(double)'s own sequence).
|
||||
// Before the fix, step 4a alone buried the dialog; the dialog must
|
||||
// still sit at or above the screen root's z-order once step 4b (the
|
||||
// fix) runs, matching retail's always-on-top dialog behavior.
|
||||
environment.Controller.Tick();
|
||||
environment.Dialogs.Tick();
|
||||
Assert.True(dialogModal.ZOrder >= environment.Controller.Root.ZOrder);
|
||||
|
||||
// (5) Dismiss through the real click path -- the OK button's own
|
||||
// screen rect, not ConfirmActiveDialog's direct OnClick! shortcut.
|
||||
UiButton okButton = Assert.IsType<UiButton>(
|
||||
UiElement.FindDescendant(dialogModal, RetailMessageDialogView.OkButtonId));
|
||||
Vector2 okPos = okButton.ScreenPosition;
|
||||
environment.Host.OnMouseDown(UiMouseButton.Left, (int)okPos.X + 2, (int)okPos.Y + 2);
|
||||
environment.Host.OnMouseUp(UiMouseButton.Left, (int)okPos.X + 2, (int)okPos.Y + 2);
|
||||
Assert.False(environment.Dialogs.IsOpen);
|
||||
Assert.Null(environment.Host.Modal);
|
||||
|
||||
// (6) The user's own final check: the field is still typable
|
||||
// afterward, through the same real click+char path.
|
||||
environment.Host.OnMouseDown(UiMouseButton.Left, (int)fieldPos.X + 2, (int)fieldPos.Y + 2);
|
||||
Assert.Same(nameField, environment.Host.KeyboardFocus);
|
||||
environment.Host.OnChar('Q');
|
||||
Assert.Contains('Q', nameField.Text);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Finish_UnspentCredits_ShowsCreditWarning_ConfirmResendsWithConfirmedFlag()
|
||||
{
|
||||
|
|
@ -1345,6 +1482,22 @@ public sealed class CharacterCreationUiControllerTests
|
|||
public UiTemplateListBox SkillsList() =>
|
||||
Assert.IsType<UiTemplateListBox>(Screen.FindElement(0x100003F7u));
|
||||
|
||||
/// <summary>GF-5: locates a built skill row by its name text
|
||||
/// (<c>0x10000301</c>) and returns its up (<c>0x10000304</c>,
|
||||
/// <c>pSkillUpButton</c>) / down (<c>0x10000305</c>,
|
||||
/// <c>pSkillDownButton</c>) arrow buttons.</summary>
|
||||
public (UiButton Up, UiButton Down) SkillRowArrows(uint skillId)
|
||||
{
|
||||
string skillName = ItemAppraisalTextFormatter.SkillName((int)skillId);
|
||||
UiElement row = Assert.Single(
|
||||
SkillsList().ViewportForTest!.Children,
|
||||
candidate => UiElement.FindDescendant(candidate, 0x10000301u) is UiText name
|
||||
&& JoinedText(name) == skillName);
|
||||
UiButton up = Assert.IsType<UiButton>(UiElement.FindDescendant(row, 0x10000304u));
|
||||
UiButton down = Assert.IsType<UiButton>(UiElement.FindDescendant(row, 0x10000305u));
|
||||
return (up, down);
|
||||
}
|
||||
|
||||
public UiTemplateListBox SummaryListBox() =>
|
||||
Assert.IsType<UiTemplateListBox>(Screen.FindElement(CharacterCreationSummaryPage.ListBoxId));
|
||||
|
||||
|
|
@ -1829,7 +1982,14 @@ public sealed class CharacterCreationUiControllerTests
|
|||
root.Children.Add(ContainerInfo(CharacterCreationUiController.ProgressBarElementId));
|
||||
root.Children.Add(ButtonInfo(CharacterCreationUiController.BackElementId));
|
||||
root.Children.Add(ButtonInfo(CharacterCreationUiController.NextElementId));
|
||||
root.Children.Add(ButtonInfo(CharacterCreationUiController.FinishElementId));
|
||||
// GF-15 fix round: FinishElementId needs a real, non-default
|
||||
// position for the real-event-path regression test — see the
|
||||
// matching comment on the Summary name field below. Clear of both
|
||||
// the listbox (20,40)-(420,340) and the field (450,100)-(490,116).
|
||||
ElementInfo finishInfo = ButtonInfo(CharacterCreationUiController.FinishElementId);
|
||||
finishInfo.X = 600f;
|
||||
finishInfo.Y = 500f;
|
||||
root.Children.Add(finishInfo);
|
||||
root.Children.Add(ButtonInfo(CharacterCreationUiController.HelpElementId));
|
||||
root.Children.Add(ButtonInfo(CharacterCreationUiController.ExitElementId));
|
||||
root.Children.Add(ButtonInfo(CharacterCreationUiController.RandomElementId));
|
||||
|
|
@ -1911,7 +2071,13 @@ public sealed class CharacterCreationUiControllerTests
|
|||
Width = 300f,
|
||||
Height = 320f,
|
||||
};
|
||||
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, 0x100003FEu));
|
||||
// GF-5 (2026-08-16): [0] is retail's own bucket-HEADER row
|
||||
// (0x100002F4, unused by this port's flat-list simplification);
|
||||
// [1] (0x100002FF) is the REAL skill row RebuildRows now resolves —
|
||||
// see CharacterCreationSkillsPage's own class doc for the byte
|
||||
// trace pinning both ids and their child shapes.
|
||||
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, 0x100002F4u));
|
||||
list.TemplateList.Add(new UiTemplateListEntry(0x21000038u, 0x100002FFu));
|
||||
page.Children.Add(list);
|
||||
page.Children.Add(ButtonInfo(0x100003F9u)); // credits badge
|
||||
page.Children.Add(TextInfo(0x100003FBu));
|
||||
|
|
@ -2020,8 +2186,38 @@ public sealed class CharacterCreationUiControllerTests
|
|||
return spin;
|
||||
}
|
||||
|
||||
private static UiElement BuildSkillRowTemplate(uint templateElementId) =>
|
||||
LayoutImporter.Build(
|
||||
/// <summary>
|
||||
/// GF-5: mirrors <c>Templates[1]</c>'s real installed-DAT shape
|
||||
/// (<c>0x100002FF</c>, live-DAT-probe-confirmed against
|
||||
/// <c>CharacterCreationSkillsPage</c>'s own class doc) — a plain
|
||||
/// container root, NOT a <c>UiButton</c>, with the six children
|
||||
/// <c>RebuildRows</c>/<c>RefreshRowValues</c> resolve by id. Template
|
||||
/// <c>0x100002F4</c> (retail's unused bucket-header row) falls back to
|
||||
/// a bare button shape since this port's flat-list simplification never
|
||||
/// resolves it.
|
||||
/// </summary>
|
||||
private static UiElement BuildSkillRowTemplate(uint templateElementId)
|
||||
{
|
||||
if (templateElementId == 0x100002FFu)
|
||||
{
|
||||
var row = new ElementInfo
|
||||
{
|
||||
Id = templateElementId,
|
||||
Type = 3u,
|
||||
Width = 280f,
|
||||
Height = 16f,
|
||||
};
|
||||
row.Children.Add(ContainerInfo(0x10000300u)); // unreferenced icon/backdrop
|
||||
row.Children.Add(TextInfo(0x10000301u)); // name
|
||||
row.Children.Add(TextInfo(0x10000302u)); // pSkillLevelText
|
||||
row.Children.Add(TextInfo(0x10000303u)); // pUpCostText
|
||||
row.Children.Add(ButtonInfo(0x10000304u)); // pSkillUpButton
|
||||
row.Children.Add(ButtonInfo(0x10000305u)); // pSkillDownButton
|
||||
row.Children.Add(TextInfo(0x10000306u)); // pDownCostText
|
||||
return LayoutImporter.Build(row, _ => (0u, 0, 0), null).Root;
|
||||
}
|
||||
|
||||
return LayoutImporter.Build(
|
||||
new ElementInfo
|
||||
{
|
||||
Id = templateElementId,
|
||||
|
|
@ -2031,6 +2227,7 @@ public sealed class CharacterCreationUiControllerTests
|
|||
},
|
||||
_ => (0u, 0, 0),
|
||||
null).Root;
|
||||
}
|
||||
|
||||
// ── Summary page fixture (CC5) ───────────────────────────────────────
|
||||
// Template element ids match the LIVE-DAT-probe-confirmed retail ones
|
||||
|
|
@ -2066,7 +2263,21 @@ public sealed class CharacterCreationUiControllerTests
|
|||
page.Children.Add(list);
|
||||
|
||||
page.Children.Add(ScrollbarInfo(CharacterCreationSummaryPage.ScrollId));
|
||||
page.Children.Add(EditableFieldInfo(CharacterCreationSummaryPage.NameTextId));
|
||||
|
||||
// GF-15 fix round (2026-08-16): the real-event-path regression test
|
||||
// (Finish_EmptyName_RealEventPath_...) drives UiRoot.OnMouseDown by
|
||||
// actual screen coordinates, unlike every other test in this file.
|
||||
// EditableFieldInfo's own default X/Y (0,0) would collide with the
|
||||
// tab strip's own default (0,0) position (BuildScreen's tab buttons
|
||||
// are never given explicit coordinates either — no prior test
|
||||
// needed them, since they all click via .OnClick!() directly) —
|
||||
// clear of both the listbox (20,40)-(420,340) and the default-
|
||||
// positioned tab/nav buttons at Y=0.
|
||||
ElementInfo nameFieldInfo = EditableFieldInfo(CharacterCreationSummaryPage.NameTextId);
|
||||
nameFieldInfo.X = 450f;
|
||||
nameFieldInfo.Y = 100f;
|
||||
page.Children.Add(nameFieldInfo);
|
||||
|
||||
page.Children.Add(TextInfo(CharacterCreationSummaryPage.HowToTextId));
|
||||
|
||||
var viewport = new ElementInfo
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue