feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's template-list mechanism and OP3's OptionPage model: 6 authored group headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK death messages", AP-193) in research doc §2's authored order, each row resolved by PlayerOption id through CharacterOptionTable, seeded from live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable. ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption @0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm the directive was followed), labels/tooltips resolved by name from string table 0x23000003 (never hard-coded English), and registered with OptionsPanelController.CharacterPage. Apply/Reset/Defaults (0x100001FC/FD/FE) are now wired per-page via a scoped subtree search (UiElement.FindDescendant, promoted from UiTabPanel) since Character/ Chat/Config each author their own physical instance under the SAME element ids. Consumers: Group A (29 ids) wire+store only via the existing SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display Timestamps prefixes new transcript lines (RuntimeCommunicationState. DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off (WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as Default Movement inverts the walk-mode modifier's default (RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget (CharacterOptionCombatSettingsSource), VividTargetingIndicator/ CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local GameplaySettings record to the canonical server bit — closing two previously-unfiled divergences where AutoRepeatAttack and AcceptCorpseLootingPermissions never reached the wire despite being retail auto-save ids. TS-73 narrowed to its two still-open cases; TS-75..TS-80 file the genuine gaps (no day/night force, no weather- particle/profanity-filter/salvage/housing/pickup-preference subsystem, fellowship-create's unaudited client-sourced field) rather than inventing stand-ins. Conformance: CharacterOptionsPageControllerTests pins all 50 rows against CharacterOptionTable in both directions (an invented or dropped row fails the build), the authored group/order row-by-row, and the build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against the committed fixture. 52 new tests; full solution suite 13,008 passed / 4 skipped / 0 failed (was 12,956/4/0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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25 changed files with 1674 additions and 41 deletions
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@ -382,9 +382,23 @@ internal sealed class LiveSessionRuntimeFactory
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QueryAge: session.SendQueryAge,
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QueryBirth: session.SendQueryBirth,
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ToggleFrameRate: _interaction.Settings.ToggleFrameRate,
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// D7 Group-C re-point (Campaign OP OP4, 2026-08-11): flips the
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// SERVER bit through the shared write-then-send/dirty seam
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// (SendSingleCharacterOption above, itself
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// RuntimeCharacterOptionsState.TrySetOption) — LockUI is
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// auto-save (CharacterOptionTable), so this sends 0x0005
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// immediately, exactly like the Character-tab panel row.
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// SetUiLocked still runs too, for its existing
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// _runtimeTargets?.ApplyUiLock(locked) immediate visual push
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// (host.Root.UiLocked) and its legacy GameplaySettings mirror
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// (retired in OP9).
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ToggleUiLock: () =>
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_interaction.Settings.SetUiLocked(
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!_interaction.Settings.Gameplay.LockUI),
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{
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bool locked = !_domain.Character.Options.GetOptionBit(
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CharacterOptionId.LockUI);
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SendSingleCharacterOption((uint)CharacterOptionId.LockUI, locked);
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_interaction.Settings.SetUiLocked(locked);
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},
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// ClientCommandController's informational output sink — 0x00
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// Default, NOT 0x1A (corrected 2026-08-09, Opus review of
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// 172c6f9a). Retail types command output like @version/@loc
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@ -449,9 +463,23 @@ internal sealed class LiveSessionRuntimeFactory
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.Properties.GetBool(0x6Eu) == true,
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SetAway: session.SendSetAfkMode,
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SetAwayMessage: session.SendSetAfkMessage,
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// D7 Group-C re-point (Campaign OP OP4, 2026-08-11): closes the
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// unfiled divergence character-options-map.md §0 names —
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// `/consent on|off` flipped only the client-local
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// GameplaySettings.AcceptLootPermits bool and never reached the
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// wire, even though retail auto-saves this id (0x0005
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// immediately). Now routes through the SAME
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// SendSingleCharacterOption seam the Character-tab panel row
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// uses.
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AcceptLootPermits: () =>
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_interaction.Settings.Gameplay.AcceptLootPermits,
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SetAcceptLootPermits: _interaction.Settings.SetAcceptLootPermits,
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_domain.Character.Options.GetOptionBit(
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CharacterOptionId.AcceptLootPermits),
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SetAcceptLootPermits: value =>
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{
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SendSingleCharacterOption(
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(uint)CharacterOptionId.AcceptLootPermits, value);
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_interaction.Settings.SetAcceptLootPermits(value);
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},
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DisplayConsent: session.SendDisplayConsent,
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ClearConsent: session.SendClearConsent,
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RemoveConsent: session.SendRemoveConsent,
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