feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
Mounts retail's four floating chat windows as always-resident, born-hidden children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc 0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own widget tree — built fresh per instance from one shared imported ElementInfo — reusing ChatWindowController's word-wrap + retail color-carry algorithm via the extracted ChatTranscriptRenderer instead of duplicating it. A floaty window has no talk-focus menu (research doc §2.2), so its entry field always sends on Say; the mismatch against retail's possible shared-channel behavior is UNVERIFIED and filed as #369/AP-188. Runtime owns the per-window filter/open state: ChatWindowState (new, AcDream.Core.Chat) seeds retail's exact PostInit defaults per window (window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00 Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4 0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on RuntimeCommunicationState.ChatWindows so every host borrows the same instance. The main window's filter (0xFBFFFFFF, "no user filter") never actually gates anything because its own explicit-address branch already covers every broadcast line — that's why UpdateFromPlayerModule early-returns for window 0 in retail, ported here by construction rather than a special case. Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their KeyBindings.RetailDefaults() chords already existed since Phase K.1c (unwired until now). The MetaKeys table confirms retail's default is Alt+1 through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through GameplayInputCommandController -> RetainedGameplayWindowCommands -> RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow, whose visibility-change event is the single chokepoint that syncs ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button regardless of what changed a window's visibility (keybind, close button, or a restored layout). A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 — the only function in the whole binary that branches on a click message — settles what the research doc had left as a hedge: it handles exactly 0x1000046f (max/min) and the talk-focus menu's selection message, with NO case for 0x10000522-0x10000525. The four indicator buttons are PURE one-directional mirrors in retail; clicking them does nothing. ChatWindowController.SetIndicatorOpen ports this with no OnClick at all. Corrected research doc §1.4 accordingly. Persistence is local-only (register row AP-187; the retail 0x1000008C GameplayOptions wire remains deferred to CH6f): window geometry and open/visible state ride the existing generic RetailWindowLayoutPersistence path for free once each window registers under its own WindowNames entry; the four filter masks get a dedicated ChatSettings round-trip (ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit constants) loaded at mount and saved alongside SaveLayout(). Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests (bind smoke tests against a synthetic 0x2100005B tree, per-window filter routing, filter-change cache invalidation, fixed-Say submit), new ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state, cross-window isolation, range validation), GameplayInputCommandController routing for the four toggle actions, and a SettingsStore filter round-trip. Full Release suite: 12,392 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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21 changed files with 1699 additions and 46 deletions
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@ -295,6 +295,41 @@ public sealed class SettingsStoreTests : System.IDisposable
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Assert.Equal(original, store.LoadChat());
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}
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// -- Campaign CH slice CH6b: floating chat window filter round-trip ---
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[Fact]
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public void LoadChat_returns_retail_PostInit_filter_defaults_when_file_is_missing()
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{
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var store = new SettingsStore(_tempPath);
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ChatSettings loaded = store.LoadChat();
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Assert.Equal(0x0000101Cu, loaded.ChatWindow1Filter);
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Assert.Equal(0x00040C00u, loaded.ChatWindow2Filter);
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Assert.Equal(0x00080000u, loaded.ChatWindow3Filter);
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Assert.Equal(0x78000000u, loaded.ChatWindow4Filter);
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}
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[Fact]
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public void SaveChat_then_LoadChat_round_trips_floating_window_filters()
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{
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var store = new SettingsStore(_tempPath);
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var original = ChatSettings.Default with
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{
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ChatWindow1Filter = 0x1u,
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ChatWindow2Filter = 0xFFFFFFFFu,
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ChatWindow3Filter = 0x8000000000000000u, // exercises the high dword (Society/reserved bits)
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ChatWindow4Filter = 0ul,
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};
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store.SaveChat(original);
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ChatSettings loaded = store.LoadChat();
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Assert.Equal(original.ChatWindow1Filter, loaded.ChatWindow1Filter);
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Assert.Equal(original.ChatWindow2Filter, loaded.ChatWindow2Filter);
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Assert.Equal(original.ChatWindow3Filter, loaded.ChatWindow3Filter);
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Assert.Equal(original.ChatWindow4Filter, loaded.ChatWindow4Filter);
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}
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[Fact]
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public void All_four_sections_coexist_in_one_settings_json()
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{
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