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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@ -646,6 +646,22 @@ public sealed class GameWindow :
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alphaScratchBudgets.QueueBytes);
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WorldTime = _worldEnvironment.WorldTime;
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Weather = _worldEnvironment.Weather;
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// Campaign OP slice OP4 (2026-08-11): PlayerOption
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// DisableDistanceFog, polled — see WeatherSystem.
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// DisableDistanceFogSource's doc comment. Bound once here (not
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// per-session): _runtime.CharacterOwner is the ONE canonical
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// RuntimeCharacterOptionsState instance for this GameRuntime's
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// whole lifetime, reused (not replaced) across reconnects.
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Weather.DisableDistanceFogSource = () =>
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_runtime.CharacterOwner.Options.GetOptionBit(
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AcDream.Core.Net.Messages.CharacterOptionId.DisableDistanceFog);
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// Campaign OP slice OP4 (2026-08-11): PlayerOption
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// DisplayTimeStamps, polled — see RuntimeCommunicationState.
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// DisplayTimestampsSource's doc comment. Same one-time,
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// whole-lifetime bind as the two above.
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_runtime.CommunicationOwner.DisplayTimestampsSource = () =>
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_runtime.CharacterOwner.Options.GetOptionBit(
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AcDream.Core.Net.Messages.CharacterOptionId.DisplayTimeStamps);
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_retainedInputCapture = new AcDream.App.Input.RetainedUiInputCaptureSlot();
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_inputCapture = new AcDream.App.Input.CompositeInputCaptureSource(
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new AcDream.App.Input.DevToolsInputCaptureSource(options.DevTools),
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@ -653,6 +669,13 @@ public sealed class GameWindow :
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_movementInput = new AcDream.App.Input.DispatcherMovementInputSource(
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_playerControllerSlot,
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_inputCapture);
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// Campaign OP slice OP4 (2026-08-11): PlayerOption
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// RunAsDefaultMovement, polled — see RuntimeLocalPlayerMovementState.
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// RunAsDefaultMovementSource's doc comment. Same one-time,
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// whole-lifetime bind as DisableDistanceFogSource above.
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_playerControllerSlot.RunAsDefaultMovementSource = () =>
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_runtime.CharacterOwner.Options.GetOptionBit(
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AcDream.Core.Net.Messages.CharacterOptionId.ToggleRun);
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_framebufferResize = new FramebufferResizeController(_viewportAspect);
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_datDir = options.DatDir;
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_worldGameState = worldGameState;
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