refactor(settings): OP9 — retire the dead F11 settings surface + fully-superseded GameplaySettings
Campaign OP slice OP9 code retirement (docs/plans/2026-08-10-options-panel-campaign.md
§OP9). The retail four-tab Options panel (OP1-OP8) is now acdream's one
in-client settings surface (D1) — this commit deletes the pre-retail-UI
surfaces it fully superseded. Pure retirement: no behavior change to
anything live, verified by dispositioning every one of the 15 src files
and 8 test files that referenced the deleted types before touching any
of them.
1. SettingsVM + SettingsPanel (the old F11 IPanel surface, unrendered
since Campaign V slice V11's ImGui deletion) deleted outright, plus
their two dedicated test files. IPanel/IPanelRenderer stay — ChatPanel/
DebugPanel/VitalsPanel still implement IPanel, so the contract does NOT
become unreferenced.
2. RuntimeSettingsController's SettingsVM binding seam deleted:
CreateViewModel, CreateViewModelBinding, RuntimeSettingsViewModelBinding,
the _viewModel field, UnbindViewModel, and every _viewModel? notification
call (ToggleFrameRate, LoadCharacterContext, RestoreDefaultCharacterContext,
SyncChatFromServerOptions). CreateViewModelBinding had zero production
callers (test-only). HasDraftPreview/DisplayPreview/AudioPreview stay on
IRuntimeSettingsPreviewSource (WorldRenderFrameBuilder and
SettingsParticleRangeSource still consume it) but now trivially mirror
the committed Display/Audio snapshot — HasDraftPreview was already
always false in production. GameWindowLifetime's matching
"settings view model" shutdown stage is deleted.
3. IDevToolsGameplayCommands + DevToolsGameplayCommands deleted from
GameplayInputCommandController.cs. All three members were dead:
ToggleSettingsPanel() had ZERO dispatch sites (ToggleOptionsPanel always
routed to _retained, never to _devTools); ToggleDebugPanel()/
FocusChatInput() had dispatch sites (F1/Ctrl+F1, Tab) but empty no-op
bodies (their ImGui DebugPanel/ChatPanel targets were already gone).
The two live dispatch sites are kept as inert `return true;` cases
(still consuming the key, matching the prior no-op's "handled"
contract) instead of falling through to a lower-priority scope.
SessionPlayerComposition.cs's `new DevToolsGameplayCommands()`
construction is removed. No `ToggleSettingsPanel` InputAction exists
(only `ToggleOptionsPanel`, rebound at OP3) — nothing to remove there
or from KeyBindings.RetailDefaults()/keymap fixtures.
4. GameplaySettings deleted entirely (the type, SettingsStore's
LoadGameplay/SaveGameplay/BuildGameplayObject, RuntimeSettingsController's
Gameplay property/SetAcceptLootPermits). Verified all 13 remaining
members (ToggleRun, AdvancedCombatUI, ShowTooltips,
VividTargetingIndicator, SideBySideVitals, CoordinatesOnRadar,
SpellDuration, AllowGive, ShowHelm, ShowCloak, LockUI, UseMouseTurning,
AcceptLootPermits — the three combat ones already died at OP4/AP-196)
were ALREADY bound through CharacterOptionTable/
CharacterOptionsPageController's server-bit seam at OP4 before deleting
the client-local mirror — no (c)-case genuinely-client-local member
was found; disposition (b) covers 100% of the surface. SetUiLocked
rewritten to compare only against the last value actually pushed to
_runtimeTargets (MUST-FIX 4's guard), with no second store left to
read or write. LiveSessionRuntimeFactory's SetAcceptLootPermits binding
now sends the wire option only (the GameplaySettings write-behind call
removed as dead output). CharacterSettings/DisplaySettings/
AudioSettings/ChatSettings and their SettingsStore Load/Save surfaces
are UNTOUCHED per the campaign contract.
Per-file disposition (15 src + 8 test files that referenced
GameplaySettings before this commit):
- GameplaySettings.cs, SettingsVM.cs, SettingsPanel.cs: the types
themselves — deleted.
- SettingsStore.cs, RuntimeSettingsController.cs,
LiveSessionRuntimeFactory.cs: real usage — API deleted/rewritten.
- RetailUiRuntime.cs, InteractionRetainedUiComposition.cs,
SessionPlayerComposition.cs, CombatUiController.cs,
LiveCombatAttackOperations.cs, LivePresentationComposition.cs,
FrameRootComposition.cs, RuntimeCharacterState.cs,
CombatCameraTargetSource.cs: doc-comment-only or interface-name
substring matches (ICombatGameplaySettingsSource) — left as accurate
historical record, no forward reference to the deleted type.
- Tests: RuntimeSettingsControllerTests.cs and SettingsStoreTests.cs
rewritten (Gameplay-specific tests deleted; SaveDisplay/SaveAudio/
SaveChat tests re-targeted off the now-public methods instead of the
retired SettingsVM draft/Save() indirection); GameplaySettingsTests.cs/
SettingsVMTests.cs/SettingsPanelTests.cs deleted; the remaining three
(CharacterOptionCombatSettingsSourceTests.cs,
CombatCameraTargetSourceTests.cs, LiveCombatAttackOperationsTests.cs)
were comment/interface-name-only, untouched.
5. Register: AP-196 (OP4's partial GameplaySettings retirement, which left
five fields as write-behind mirrors) is fully retired now that the
record is gone outright — marked ~~AP-196~~ RETIRED with its retirement
note, active-row count 143 -> 142. No other row cited the deleted types
directly (AP-194/AP-193 cite CharacterOptionTable.cs, not
GameplaySettings.cs).
6. Settings.json migration honesty: SettingsStore no longer reads or
writes the "gameplay" top-level key, so an existing file carrying one
from a pre-OP9 build is neither parsed nor dropped — the existing
SaveSection raw-JSON-text preservation mechanism (unknown top-level
keys survive every subsequent save) carries it forward untouched.
Two new targeted tests
(LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads,
LeftoverGameplaySection_SurvivesAnUnrelatedSave) pin this.
InputAction.ToggleOptionsPanel's stale doc comment (still describing the
retired ImGui SettingsPanel) and a handful of other dangling doc
references (DisplaySettings.cs, ChatOpacityLink.cs,
SettingsDevToolsComposition.cs, InputDispatcherCaptureTests.cs) are
reworded to point at the current retail Options panel / OP8
KeyboardConfigController.
Build: dotnet build -c Release green, 0 errors. Tests: dotnet test -c
Release --no-build — 13,075 passed / 4 skipped / 0 failed (13,079 total),
down from the stated baseline of 13,155 passed / 4 skipped / 0 failed
(13,159 total) — the -80 delta is exactly the deleted SettingsVM/
SettingsPanel/GameplaySettings test surface (three whole files plus the
Gameplay-specific cases trimmed from RuntimeSettingsControllerTests.cs/
SettingsStoreTests.cs), with zero regressions elsewhere.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
1a57f96efe
commit
371197a345
22 changed files with 228 additions and 3260 deletions
File diff suppressed because one or more lines are too long
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@ -1194,7 +1194,6 @@ internal sealed class SessionPlayerCompositionPhase
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var commands = new GameplayInputCommandController(
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new RetainedGameplayWindowCommands(
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interaction.RetainedUi?.Runtime),
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new DevToolsGameplayCommands(),
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runtimeDiagnostics,
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new PlayerModeGameplayCommands(
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d.PlayerMode,
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@ -8,10 +8,14 @@ namespace AcDream.App.Composition;
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/// ImGui developer-tools frontend that used to compose here (VitalsPanel,
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/// ChatPanel, DebugPanel, SettingsPanel via <c>AcDream.UI.ImGui</c>) was
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/// removed at Campaign V slice V11 along with the OpenGL backend it
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/// required — see docs/plans/2026-07-27-vulkan-campaign.md. A follow-up
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/// re-homes the Settings and Debug panels onto the retained UI through a new
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/// <c>IPanelRenderer</c> implementation; until then keybind remapping falls
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/// back to editing keybinds.json.
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/// required — see docs/plans/2026-07-27-vulkan-campaign.md. The
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/// ImGui-era SettingsPanel's promised re-home landed as Campaign OP's retail
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/// Options panel (<c>OptionsPanelController</c> et al., the retained
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/// <c>UiHost</c>/<c>UiRoot</c> tree — D1) instead of a new
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/// <c>IPanelRenderer</c> implementation, and its OP9 closeout retired the
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/// unrendered ImGui-era SettingsPanel/SettingsVM outright. Keybind remapping
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/// is Campaign OP slice OP8's Configure Keyboard screen, persisting to
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/// keybinds.json (not retail's <c>.keymap</c> format — register row AP-202).
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/// </summary>
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internal sealed record SettingsDevToolsResult(
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AcDream.UI.Abstractions.Settings.QualitySettings ResolvedQuality);
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@ -41,37 +41,6 @@ internal sealed class RetainedGameplayWindowCommands(RetailUiRuntime? runtime)
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_runtime?.ToggleWindow(WindowNames.Options);
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}
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internal interface IDevToolsGameplayCommands
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{
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void ToggleDebugPanel();
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void FocusChatInput();
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void ToggleSettingsPanel();
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}
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/// <summary>
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/// The ImGui developer-tools frontend these commands used to forward to was
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/// removed at Campaign V slice V11. A follow-up re-homes the Settings and
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/// Debug panels onto the retained UI through a new <c>IPanelRenderer</c>
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/// implementation; until then these are no-ops so the frozen gameplay-action
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/// priority graph keeps a single, always-valid handoff target.
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/// </summary>
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internal sealed class DevToolsGameplayCommands : IDevToolsGameplayCommands
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{
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public void ToggleDebugPanel()
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{
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}
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public void FocusChatInput()
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{
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}
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public void ToggleSettingsPanel()
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{
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}
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}
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internal interface IPlayerModeGameplayCommands
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{
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bool IsPlayerMode { get; }
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@ -163,7 +132,6 @@ internal interface IGameplayInputCommandTarget
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internal sealed class GameplayInputCommandController : IGameplayInputCommandTarget
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{
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private readonly IRetainedGameplayWindowCommands _retained;
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private readonly IDevToolsGameplayCommands _devTools;
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private readonly IRuntimeDiagnosticCommands _diagnostics;
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private readonly IPlayerModeGameplayCommands _playerMode;
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private readonly IItemTargetModeCommands _targetMode;
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@ -175,7 +143,6 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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public GameplayInputCommandController(
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IRetainedGameplayWindowCommands retained,
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IDevToolsGameplayCommands devTools,
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IRuntimeDiagnosticCommands diagnostics,
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IPlayerModeGameplayCommands playerMode,
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IItemTargetModeCommands targetMode,
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@ -186,7 +153,6 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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Action? toggleAudioMute = null)
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{
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_retained = retained ?? throw new ArgumentNullException(nameof(retained));
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_devTools = devTools ?? throw new ArgumentNullException(nameof(devTools));
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_diagnostics = diagnostics ?? throw new ArgumentNullException(nameof(diagnostics));
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_playerMode = playerMode ?? throw new ArgumentNullException(nameof(playerMode));
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_targetMode = targetMode ?? throw new ArgumentNullException(nameof(targetMode));
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@ -224,7 +190,14 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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_toggleAudioMute?.Invoke();
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return true;
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case InputAction.AcdreamToggleDebugPanel:
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_devTools.ToggleDebugPanel();
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// OP9: IDevToolsGameplayCommands.ToggleDebugPanel() retired —
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// its ImGui-era DebugPanel target was already gone (Campaign V
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// slice V11) and no retained-UI replacement exists, so the
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// no-op body it forwarded to carried no behavior to preserve.
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// The key is still consumed here (matching that no-op's
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// "handled" contract) rather than falling through to whatever
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// a lower-priority input scope would otherwise do with
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// F1/Ctrl+F1.
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return true;
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case InputAction.AcdreamToggleFlyMode:
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_playerMode.ToggleFlyOrChase();
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@ -233,15 +206,20 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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_playerMode.TogglePlayerMode();
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return true;
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case InputAction.ToggleChatEntry:
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_devTools.FocusChatInput();
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// OP9: IDevToolsGameplayCommands.FocusChatInput() retired —
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// same shape as AcdreamToggleDebugPanel above (its ImGui
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// ChatPanel target was already gone). Tab is still consumed
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// here, matching the prior no-op's "handled" contract.
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return true;
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case InputAction.ToggleOptionsPanel:
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// Campaign OP slice OP3 (D1): F11 opens the RETAIL Options
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// panel now, not the old (unrendered since Campaign V slice
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// V11 — DevToolsGameplayCommands' own doc) ImGui-era Settings
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// panel. IDevToolsGameplayCommands.ToggleSettingsPanel() is a
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// SEPARATE action retired in OP9; its no-op wiring elsewhere
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// is untouched by this change (#358's lesson).
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// V11) ImGui-era Settings panel. That panel's own
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// IDevToolsGameplayCommands.ToggleSettingsPanel() member was
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// never dispatched from anywhere (this switch always routed
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// ToggleOptionsPanel to _retained, never to _devTools) and
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// was retired outright at OP9 along with the rest of
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// IDevToolsGameplayCommands (#358's lesson).
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_retained.ToggleOptionsPanel();
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return true;
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case InputAction.CombatToggleCombat:
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@ -328,8 +328,8 @@ internal sealed class LiveSessionRuntimeFactory
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// is a ONE-SHOT assignment taken pre-login, at composition
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// time, from RuntimeCharacterOptionsState's constructor-
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// default word. Routing the real value through SetUiLocked
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// here — the exact seam ToggleUiLock/SaveGameplay already
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// use to push RuntimeSettingsTargets.ApplyUiLock — converges
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// here — the exact seam ToggleUiLock already uses to push
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// RuntimeSettingsTargets.ApplyUiLock — converges
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// the retained window lock to server truth on every fresh
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// PlayerDescription, matching the radar's own convergence
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// instead of only updating on the next manual /lockui toggle.
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@ -411,8 +411,8 @@ internal sealed class LiveSessionRuntimeFactory
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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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// (host.Root.UiLocked) — the legacy GameplaySettings mirror it
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// used to also maintain was retired outright at OP9.
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ToggleUiLock: () =>
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{
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bool locked = !_domain.Character.Options.GetOptionBit(
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@ -491,16 +491,15 @@ internal sealed class LiveSessionRuntimeFactory
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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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// uses. OP9 retired the GameplaySettings mirror this used to
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// ALSO maintain (RuntimeSettingsController.SetAcceptLootPermits)
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// — the server bit read below is the sole authority now.
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AcceptLootPermits: () =>
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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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(uint)CharacterOptionId.AcceptLootPermits, value),
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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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@ -414,7 +414,6 @@ internal static class GameWindowShutdownManifest
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]),
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new ResourceShutdownStage("physical ingress cleanup",
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[
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Soft("settings view model", () => ingress.Settings.UnbindViewModel()),
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Soft("retained gameplay", () => DisposeRetainedGameplay(ingress.RetainedGameplay)),
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Soft("gameplay actions", () => DisposeGameplayActions(ingress.GameplayActions)),
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Soft("retained UI input", ingress.RetailUi.DeactivateInput),
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@ -1,5 +1,4 @@
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using AcDream.Core.Net.Messages;
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using AcDream.UI.Abstractions.Input;
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using AcDream.UI.Abstractions.Panels.Settings;
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using AcDream.UI.Abstractions.Settings;
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@ -15,8 +14,6 @@ internal interface IRuntimeSettingsStorage
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AudioSettings LoadAudio();
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GameplaySettings LoadGameplay();
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ChatSettings LoadChat();
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CharacterSettings LoadCharacter(string toonKey);
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@ -29,8 +26,6 @@ internal interface IRuntimeSettingsStorage
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void SaveAudio(AudioSettings audio);
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void SaveGameplay(GameplaySettings gameplay);
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void SaveChat(ChatSettings chat);
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void SaveCharacter(string toonKey, CharacterSettings character);
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@ -57,8 +52,6 @@ internal sealed class JsonRuntimeSettingsStorage : IRuntimeSettingsStorage
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public AudioSettings LoadAudio() => _store.LoadAudio();
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public GameplaySettings LoadGameplay() => _store.LoadGameplay();
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public ChatSettings LoadChat() => _store.LoadChat();
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public CharacterSettings LoadCharacter(string toonKey) =>
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@ -70,9 +63,6 @@ internal sealed class JsonRuntimeSettingsStorage : IRuntimeSettingsStorage
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public void SaveAudio(AudioSettings audio) => _store.SaveAudio(audio);
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public void SaveGameplay(GameplaySettings gameplay) =>
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_store.SaveGameplay(gameplay);
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public void SaveChat(ChatSettings chat) => _store.SaveChat(chat);
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public void SaveCharacter(string toonKey, CharacterSettings character) =>
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@ -85,39 +75,10 @@ internal sealed class JsonRuntimeSettingsStorage : IRuntimeSettingsStorage
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internal sealed record RuntimeSettingsSnapshot(
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DisplaySettings Display,
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AudioSettings Audio,
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GameplaySettings Gameplay,
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ChatSettings Chat,
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CharacterSettings Character,
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QualitySettings Quality);
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/// <summary>
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/// Expected-owner lease for the optional developer settings view model.
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/// Failed optional composition can withdraw only the instance it installed.
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/// </summary>
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internal sealed class RuntimeSettingsViewModelBinding : IDisposable
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{
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private readonly RuntimeSettingsController _owner;
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private bool _disposed;
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public RuntimeSettingsViewModelBinding(
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RuntimeSettingsController owner,
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SettingsVM viewModel)
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{
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_owner = owner ?? throw new ArgumentNullException(nameof(owner));
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ViewModel = viewModel ?? throw new ArgumentNullException(nameof(viewModel));
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}
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public SettingsVM ViewModel { get; }
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public void Dispose()
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{
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if (_disposed)
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return;
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_owner.UnbindViewModel(ViewModel);
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_disposed = true;
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}
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}
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internal interface IRuntimeSettingsStartupTarget
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{
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void ApplyDisplay(DisplaySettings display);
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private readonly Func<QualityPreset, QualitySettings> _resolveQuality;
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private readonly Action<string> _log;
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private IRuntimeSettingsTargets? _runtimeTargets;
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private SettingsVM? _viewModel;
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private CharacterSettings _defaultCharacter;
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private bool _startupDisplayApplied;
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private bool _startupAudioApplied;
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private bool _startupApplied;
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private bool _uiLockConverged = true;
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// MUST-FIX 4 (OP4 review-fix round, 2026-08-11, blast M3): the last
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// `locked` value actually pushed to `_runtimeTargets.ApplyUiLock` —
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// the guard `SetUiLocked` compares against, decoupled from whatever
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// `Gameplay.LockUI`'s own persisted/draft snapshot currently holds.
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// the guard `SetUiLocked` compares against. Originally decoupled from
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// the retired client-local `GameplaySettings.LockUI` mirror (OP9
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// deleted that record outright); this is now the ONLY store.
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private bool? _lastAppliedUiLocked;
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public RuntimeSettingsController(
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@ -209,7 +169,6 @@ internal sealed class RuntimeSettingsController :
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Display = _storage.LoadDisplay();
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Audio = _storage.LoadAudio();
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Gameplay = _storage.LoadGameplay();
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Chat = _storage.LoadChat();
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_defaultCharacter = _storage.LoadCharacter(DefaultToonKey);
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Character = _defaultCharacter;
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@ -217,7 +176,6 @@ internal sealed class RuntimeSettingsController :
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Startup = new RuntimeSettingsSnapshot(
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Display,
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Audio,
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Gameplay,
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Chat,
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Character,
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ResolvedQuality);
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@ -233,19 +191,24 @@ internal sealed class RuntimeSettingsController :
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public AudioSettings Audio { get; private set; }
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public GameplaySettings Gameplay { get; private set; }
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public ChatSettings Chat { get; private set; }
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public CharacterSettings Character { get; private set; }
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public QualitySettings ResolvedQuality { get; private set; }
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public bool HasDraftPreview => _viewModel is not null;
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// OP9: the optional developer-tools draft-preview view model
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// (SettingsVM) was retired — it had zero production construction
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// sites (only tests ever called CreateViewModel). HasDraftPreview is
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// therefore always false in production and DisplayPreview/AudioPreview
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// always mirror the committed Display/Audio snapshot; the properties
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// stay on IRuntimeSettingsPreviewSource because WorldRenderFrameBuilder
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// and SettingsParticleRangeSource still consume the interface.
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public bool HasDraftPreview => false;
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public DisplaySettings DisplayPreview => _viewModel?.DisplayDraft ?? Display;
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public DisplaySettings DisplayPreview => Display;
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public AudioSettings AudioPreview => _viewModel?.AudioDraft ?? Audio;
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public AudioSettings AudioPreview => Audio;
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public void ApplyStartup(IRuntimeSettingsStartupTarget target)
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{
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|
|
@ -316,94 +279,23 @@ internal sealed class RuntimeSettingsController :
|
|||
.UnbindRuntimeTargets(_expected);
|
||||
}
|
||||
|
||||
public SettingsVM CreateViewModel(
|
||||
KeyBindings persistedBindings,
|
||||
InputDispatcher dispatcher,
|
||||
Action<KeyBindings> saveBindings)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(persistedBindings);
|
||||
ArgumentNullException.ThrowIfNull(dispatcher);
|
||||
ArgumentNullException.ThrowIfNull(saveBindings);
|
||||
if (_viewModel is not null)
|
||||
throw new InvalidOperationException("A settings view model is already bound.");
|
||||
|
||||
_viewModel = new SettingsVM(
|
||||
persistedBindings,
|
||||
dispatcher,
|
||||
saveBindings,
|
||||
Display,
|
||||
SaveDisplay,
|
||||
Audio,
|
||||
SaveAudio,
|
||||
Gameplay,
|
||||
SaveGameplay,
|
||||
Chat,
|
||||
SaveChat,
|
||||
Character,
|
||||
SaveCharacter);
|
||||
return _viewModel;
|
||||
}
|
||||
|
||||
public RuntimeSettingsViewModelBinding CreateViewModelBinding(
|
||||
KeyBindings persistedBindings,
|
||||
InputDispatcher dispatcher,
|
||||
Action<KeyBindings> saveBindings) =>
|
||||
new(
|
||||
this,
|
||||
CreateViewModel(persistedBindings, dispatcher, saveBindings));
|
||||
|
||||
public void UnbindViewModel(SettingsVM? expected = null)
|
||||
{
|
||||
if (expected is null || ReferenceEquals(_viewModel, expected))
|
||||
_viewModel = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// OP9: rewritten off the retired client-local <c>GameplaySettings.LockUI</c>
|
||||
/// mirror (MUST-FIX 4, OP4 review-fix round, 2026-08-11, blast M3) — the
|
||||
/// guard now compares directly against <see cref="_lastAppliedUiLocked"/>,
|
||||
/// the last value actually pushed to <see cref="_runtimeTargets"/>, with
|
||||
/// no persisted store of its own left to read or write: the server bit
|
||||
/// (<c>RuntimeCharacterOptionsState</c>, read through
|
||||
/// <c>CharacterOptionId.LockUI</c>) is the sole authority, exactly as
|
||||
/// D7's Group-C re-point already made it at OP4.
|
||||
/// </summary>
|
||||
public void SetUiLocked(bool locked)
|
||||
{
|
||||
// MUST-FIX 4 (OP4 review-fix round, 2026-08-11, blast M3): the
|
||||
// guard used to compare `locked` against `Gameplay.LockUI` — valid
|
||||
// only while `ToggleUiLock` computed `locked` AS `!Gameplay.LockUI`
|
||||
// (pre-OP4). OP4 re-pointed `ToggleUiLock` to derive `locked` from
|
||||
// the SERVER bit (`RuntimeCharacterOptionsState.GetOptionBit`)
|
||||
// instead, a DIFFERENT store that can already equal the persisted
|
||||
// `Gameplay.LockUI` without this method ever having pushed that
|
||||
// value to `_runtimeTargets` — the guard must compare against what
|
||||
// was ACTUALLY applied, not a value from an unrelated store.
|
||||
if (_lastAppliedUiLocked == locked && _uiLockConverged)
|
||||
if (_lastAppliedUiLocked == locked)
|
||||
return;
|
||||
|
||||
_uiLockConverged = false;
|
||||
Gameplay = Gameplay with { LockUI = locked };
|
||||
_runtimeTargets?.ApplyUiLock(locked);
|
||||
_lastAppliedUiLocked = locked;
|
||||
_viewModel?.SetGameplay(
|
||||
_viewModel.GameplayDraft with { LockUI = locked });
|
||||
|
||||
try
|
||||
{
|
||||
_storage.SaveGameplay(Gameplay);
|
||||
_viewModel?.ApplyExternalGameplayChange(gameplay => gameplay with
|
||||
{
|
||||
LockUI = locked,
|
||||
});
|
||||
_uiLockConverged = true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_log($"settings: radar lock save failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
public void SetAcceptLootPermits(bool enabled)
|
||||
{
|
||||
Gameplay = Gameplay with { AcceptLootPermits = enabled };
|
||||
_viewModel?.SetGameplay(
|
||||
_viewModel.GameplayDraft with { AcceptLootPermits = enabled });
|
||||
_storage.SaveGameplay(Gameplay);
|
||||
_viewModel?.ApplyExternalGameplayChange(gameplay => gameplay with
|
||||
{
|
||||
AcceptLootPermits = enabled,
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -415,10 +307,6 @@ internal sealed class RuntimeSettingsController :
|
|||
public void ToggleFrameRate()
|
||||
{
|
||||
Display = Display with { ShowFps = !Display.ShowFps };
|
||||
_viewModel?.ApplyExternalDisplayChange(display => display with
|
||||
{
|
||||
ShowFps = Display.ShowFps,
|
||||
});
|
||||
|
||||
try
|
||||
{
|
||||
|
|
@ -434,7 +322,7 @@ internal sealed class RuntimeSettingsController :
|
|||
/// Campaign OP slice OP3: the five client-local preferences the "Use
|
||||
/// Mouse Turning Settings" Gameplay-tab macro reads/writes. Read
|
||||
/// directly through storage (no startup-snapshot cache, unlike
|
||||
/// <see cref="Display"/>/<see cref="Gameplay"/>/<see cref="Chat"/>) —
|
||||
/// <see cref="Display"/>/<see cref="Chat"/>) —
|
||||
/// this section has no UI surface of its own yet (Campaign OP slice
|
||||
/// OP6's Config tab), so there is nothing today that needs a cached,
|
||||
/// change-notified copy.
|
||||
|
|
@ -468,14 +356,12 @@ internal sealed class RuntimeSettingsController :
|
|||
ArgumentException.ThrowIfNullOrWhiteSpace(characterName);
|
||||
ActiveToonKey = characterName;
|
||||
Character = _storage.LoadCharacter(characterName);
|
||||
_viewModel?.LoadCharacterContext(Character);
|
||||
_log($"settings: loaded character[{characterName}] preferences");
|
||||
}
|
||||
|
||||
public void RestoreDefaultCharacterContext()
|
||||
{
|
||||
Character = _defaultCharacter;
|
||||
_viewModel?.LoadCharacterContext(Character);
|
||||
}
|
||||
|
||||
public void ResetActiveCharacterKey() => ActiveToonKey = DefaultToonKey;
|
||||
|
|
@ -500,7 +386,7 @@ internal sealed class RuntimeSettingsController :
|
|||
/// same shape as the already-public <see cref="SaveCameraTurning"/>,
|
||||
/// now also called directly by <c>ConfigOptionsPageController</c>'s
|
||||
/// Display-backed rows (resolution/fullscreen/vsync/FOV/gamma/quality
|
||||
/// family) rather than only through the (soon-retired) SettingsVM
|
||||
/// family) rather than only through the (OP9-retired) SettingsVM
|
||||
/// callback wiring.</summary>
|
||||
public void SaveDisplay(DisplaySettings display)
|
||||
{
|
||||
|
|
@ -540,24 +426,6 @@ internal sealed class RuntimeSettingsController :
|
|||
}
|
||||
}
|
||||
|
||||
private void SaveGameplay(GameplaySettings gameplay)
|
||||
{
|
||||
try
|
||||
{
|
||||
_storage.SaveGameplay(gameplay);
|
||||
Gameplay = gameplay;
|
||||
_uiLockConverged = false;
|
||||
_runtimeTargets?.ApplyUiLock(gameplay.LockUI);
|
||||
_lastAppliedUiLocked = gameplay.LockUI;
|
||||
_uiLockConverged = true;
|
||||
_log($"settings: gameplay saved to {_storage.Location}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_log($"settings: gameplay save failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Widened from private to public at Campaign OP slice OP6,
|
||||
/// same reason as <see cref="SaveDisplay"/> — the Config tab's Chat
|
||||
/// Font Face/Size rows (store-only, no diff against the five wired
|
||||
|
|
@ -580,7 +448,7 @@ internal sealed class RuntimeSettingsController :
|
|||
|
||||
// CH3 (2026-08-09): retail toggles a Hear*Chat option and pushes
|
||||
// SetSingleCharacterOption (0x0005) in the same step (mirrors
|
||||
// SaveGameplay's ApplyUiLock push above) — ACE's handler both flips
|
||||
// SetUiLocked's ApplyUiLock push above) — ACE's handler both flips
|
||||
// the option AND joins/leaves the matching Turbine room.
|
||||
PublishHearOptionChange(
|
||||
previous.HearGeneralChat, chat.HearGeneralChat,
|
||||
|
|
@ -627,11 +495,10 @@ internal sealed class RuntimeSettingsController :
|
|||
/// </summary>
|
||||
public void SyncChatFromServerOptions(uint options2)
|
||||
{
|
||||
// Applied identically to BOTH the persisted snapshot and the live
|
||||
// draft (mirrors ApplyExternalGameplayChange's own idempotent-update
|
||||
// shape) so an unsaved draft edit to an unrelated field (font size,
|
||||
// timestamps, ...) survives the reseed instead of being clobbered by
|
||||
// a value computed once against the persisted snapshot.
|
||||
// Reseed function applied to the persisted snapshot below so an
|
||||
// unsaved edit to an unrelated field (font size, timestamps, ...)
|
||||
// survives the reseed instead of being clobbered by a value
|
||||
// computed once against a stale snapshot.
|
||||
ChatSettings Reseed(ChatSettings current) => current with
|
||||
{
|
||||
HearGeneralChat = (options2
|
||||
|
|
@ -651,7 +518,6 @@ internal sealed class RuntimeSettingsController :
|
|||
return;
|
||||
|
||||
Chat = synced;
|
||||
_viewModel?.ApplyExternalChatChange(Reseed);
|
||||
try
|
||||
{
|
||||
_storage.SaveChat(synced);
|
||||
|
|
|
|||
|
|
@ -115,7 +115,10 @@ public enum InputAction
|
|||
/// <summary>Toggle the world / map panel (retail F10).</summary>
|
||||
ToggleWorldPanel,
|
||||
/// <summary>Toggle the options / settings panel (retail F11) — opens
|
||||
/// our SettingsPanel in K.3.</summary>
|
||||
/// the retail Options panel (Campaign OP, D1). Superseded the K.3-era
|
||||
/// ImGui SettingsPanel this action originally opened; that surface was
|
||||
/// never rendered after Campaign V slice V11 and was retired outright
|
||||
/// at OP9.</summary>
|
||||
ToggleOptionsPanel,
|
||||
/// <summary>Toggle the inventory panel (retail F12).</summary>
|
||||
ToggleInventoryPanel,
|
||||
|
|
|
|||
|
|
@ -12,12 +12,17 @@ namespace AcDream.UI.Abstractions.Panels.Settings;
|
|||
/// each other while dragging.
|
||||
///
|
||||
/// <para>
|
||||
/// Shared by two independent consumers so both apply the identical link math:
|
||||
/// <c>RetailWindowOpacityController</c> (AcDream.App — the live per-window
|
||||
/// mechanism, mutating its own two float fields) and <see cref="SettingsPanel"/>'s
|
||||
/// Chat tab (the draft slider UI, mutating a <see cref="ChatSettings"/> record).
|
||||
/// Pure functions — no window/render/state dependency — so both layers can call
|
||||
/// them without violating the App→Abstractions dependency direction.
|
||||
/// Consumed directly by <c>RetailWindowOpacityController</c> (AcDream.App — the
|
||||
/// live per-window mechanism, mutating its own two float fields). The retail
|
||||
/// Options panel's Chat tab (<c>ChatOptionsPageController</c>, Campaign OP slice
|
||||
/// OP5) drives that SAME controller rather than calling these methods a second
|
||||
/// time, so the panel's two sliders and every retained window's live fade always
|
||||
/// apply the identical link math through one path. (The OP9-retired
|
||||
/// <c>SettingsPanel</c>'s own Chat tab used to call these methods directly as a
|
||||
/// second consumer, mutating a draft <see cref="ChatSettings"/> record — that
|
||||
/// draft mechanism is gone, not the link math.) Pure functions — no
|
||||
/// window/render/state dependency — so any future caller can use them without
|
||||
/// violating the App→Abstractions dependency direction.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class ChatOpacityLink
|
||||
|
|
|
|||
|
|
@ -31,9 +31,9 @@ public enum ParticleRange
|
|||
/// did not change when these three take effect, only how they're reached.
|
||||
///
|
||||
/// <para>
|
||||
/// Records are immutable; mutation goes through
|
||||
/// <see cref="SettingsVM.SetDisplay"/> which assigns a new instance via
|
||||
/// <c>with</c>-expressions.
|
||||
/// Records are immutable; mutation goes through <c>with</c>-expressions —
|
||||
/// e.g. <c>RuntimeSettingsController.SaveDisplay</c>'s callers, or the
|
||||
/// OP9-retired <c>SettingsVM.SetDisplay</c>'s draft assignment before that.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed record DisplaySettings(
|
||||
|
|
|
|||
|
|
@ -1,72 +0,0 @@
|
|||
namespace AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// Gameplay-related preferences persisted to <c>settings.json</c>.
|
||||
/// Mirrors a subset of retail's <c>CharacterOption</c> + <c>CharacterOptions2</c>
|
||||
/// bitfield flags (see <c>docs/research/named-retail/acclient.h:3404+</c>).
|
||||
/// Retail names are kept verbatim so future server-sync packs these
|
||||
/// into the wire-format bitmask without renaming.
|
||||
///
|
||||
/// <para>
|
||||
/// L.0 scope: <b>local-only</b>. The brainstorm explicitly deferred
|
||||
/// server sync — on Save these values are persisted to <c>settings.json</c>
|
||||
/// only. A later phase will marshal them into the retail
|
||||
/// <c>CharacterOption</c> packet (<c>0x...</c>) when the protocol work
|
||||
/// for player-options round-trip is in place.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Defaults below are chosen as the typical-user starting point, NOT
|
||||
/// pinned bit-exact to retail's <c>0x50C4A54A</c> / <c>0x948700</c>
|
||||
/// masks (those will become the defaults once server-sync ships and
|
||||
/// the bitmask round-trip is the load-bearing wire format).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed record GameplaySettings(
|
||||
// CharacterOption (32-bit) subset — most-used gameplay toggles.
|
||||
//
|
||||
// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2): AutoTarget,
|
||||
// AutoRepeatAttack, and ViewCombatTarget were REMOVED from this record
|
||||
// — the Combat panel's three LEDs now read/write the SAME canonical
|
||||
// server-bit seam (RuntimeCharacterOptionsState via
|
||||
// CharacterOptionCombatSettingsSource) the Character tab's rows for
|
||||
// these same retail PlayerOptions already used, closing the
|
||||
// "two writable copies" divergence (register row AP-196). This record
|
||||
// remains the client-local persistence/draft store for every OTHER
|
||||
// gameplay preference that has no such server-authoritative seam.
|
||||
bool ToggleRun, // 0x400 — run-mode is tap-once vs hold-to-run
|
||||
bool AdvancedCombatUI, // 0x1000 — show extra combat tooltips/panels
|
||||
bool ShowTooltips, // 0x100 — show item tooltips on hover
|
||||
bool VividTargetingIndicator, // 0x8000 — bright targeting reticle
|
||||
bool SideBySideVitals, // 0x200000 — health/stam/mana side-by-side vs stacked
|
||||
bool CoordinatesOnRadar, // 0x400000 — show NS/EW coords on radar
|
||||
bool SpellDuration, // 0x800000 — show remaining duration on enchantment icons
|
||||
bool AllowGive, // 0x40 — accept items handed by other players
|
||||
// CharacterOptions2 (32-bit) subset.
|
||||
bool ShowHelm, // 0x100000 — render helm overlay on character
|
||||
bool ShowCloak, // 0x800000 — render cloak on character
|
||||
bool LockUI, // 0x1000000 — disable panel drag/resize
|
||||
bool UseMouseTurning, // 0x400000 — turn character when right-mouse drags
|
||||
bool AcceptLootPermits = false) // 0x80000 — accept corpse-looting permissions
|
||||
{
|
||||
/// <summary>Sensible starting values for first launch. NOT bit-exact
|
||||
/// to retail's <c>Default_CharacterOption = 0x50C4A54A</c> +
|
||||
/// <c>Default_CharacterOptions2 = 0x948700</c> — see class remarks.</summary>
|
||||
public static GameplaySettings Default { get; } = new(
|
||||
ToggleRun: true,
|
||||
AdvancedCombatUI: false,
|
||||
ShowTooltips: true,
|
||||
VividTargetingIndicator: true,
|
||||
SideBySideVitals: false,
|
||||
// Retail default character-options mask 0x50C4A54A includes
|
||||
// CoordinatesOnRadar (0x00400000).
|
||||
CoordinatesOnRadar: true,
|
||||
SpellDuration: true,
|
||||
AllowGive: true,
|
||||
ShowHelm: true,
|
||||
ShowCloak: true,
|
||||
LockUI: false,
|
||||
UseMouseTurning: false,
|
||||
// Default_CharacterOption 0x50C4A54A leaves bit 0x80000 clear.
|
||||
AcceptLootPermits: false);
|
||||
}
|
||||
|
|
@ -1,561 +0,0 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AcDream.UI.Abstractions.Input;
|
||||
using AcDream.UI.Abstractions.Settings;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// In-game Settings panel — F11 toggle (or View → Settings on the main
|
||||
/// menu bar). Hidden by default. Tabbed: Keybinds (Phase K), then
|
||||
/// Display / Audio / Gameplay / Chat / Character (filling in over the
|
||||
/// L.x sub-phases).
|
||||
///
|
||||
/// <para>
|
||||
/// Top of the panel: Save / Cancel / Reset-all action buttons (global
|
||||
/// across all tabs). When <see cref="SettingsVM.PendingConflict"/> is
|
||||
/// non-null, a confirmation prompt is rendered above those buttons
|
||||
/// (Yes — Reassign / No — Keep existing).
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Below the action row a tab bar selects between the six categories.
|
||||
/// Only the Keybinds tab is implemented today; the other five render
|
||||
/// "Coming soon" placeholders so the structure the user approved in the
|
||||
/// design brainstorm is visible immediately.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class SettingsPanel : IPanel
|
||||
{
|
||||
private readonly SettingsVM _vm;
|
||||
|
||||
public SettingsPanel(SettingsVM vm)
|
||||
{
|
||||
_vm = vm ?? throw new System.ArgumentNullException(nameof(vm));
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Id => "acdream.settings";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Title => "Settings";
|
||||
|
||||
/// <inheritdoc />
|
||||
/// <remarks>Hidden by default — opened via F11 / View menu.</remarks>
|
||||
public bool IsVisible { get; set; } = false;
|
||||
|
||||
/// <inheritdoc />
|
||||
public void Render(PanelContext ctx, IPanelRenderer renderer)
|
||||
{
|
||||
if (!renderer.Begin(Title))
|
||||
{
|
||||
renderer.End();
|
||||
return;
|
||||
}
|
||||
|
||||
// Conflict prompt — modal-ish row at top of the panel.
|
||||
if (_vm.PendingConflict is { } conflict)
|
||||
{
|
||||
renderer.TextWrapped(
|
||||
$"'{ChordLabel(conflict.NewChord)}' is already bound to "
|
||||
+ $"{conflict.ConflictingAction}. Reassign it to "
|
||||
+ $"{conflict.NewAction}?");
|
||||
if (renderer.Button("Yes — Reassign")) _vm.ResolveConflict(replace: true);
|
||||
renderer.SameLine();
|
||||
if (renderer.Button("No — Keep existing")) _vm.ResolveConflict(replace: false);
|
||||
renderer.Separator();
|
||||
}
|
||||
|
||||
// Top action buttons. Global across all tabs.
|
||||
if (renderer.Button("Save changes")) _vm.Save();
|
||||
renderer.SameLine();
|
||||
if (renderer.Button("Cancel changes")) _vm.Cancel();
|
||||
renderer.SameLine();
|
||||
if (renderer.Button("Reset all to retail defaults")) _vm.ResetAllToDefaults();
|
||||
|
||||
renderer.Separator();
|
||||
|
||||
if (renderer.BeginTabBar("settings.tabs"))
|
||||
{
|
||||
if (renderer.BeginTabItem("Keybinds"))
|
||||
{
|
||||
RenderKeybindsTab(renderer);
|
||||
renderer.EndTabItem();
|
||||
}
|
||||
if (renderer.BeginTabItem("Display"))
|
||||
{
|
||||
RenderDisplayTab(renderer);
|
||||
renderer.EndTabItem();
|
||||
}
|
||||
if (renderer.BeginTabItem("Audio"))
|
||||
{
|
||||
RenderAudioTab(renderer);
|
||||
renderer.EndTabItem();
|
||||
}
|
||||
if (renderer.BeginTabItem("Gameplay"))
|
||||
{
|
||||
RenderGameplayTab(renderer);
|
||||
renderer.EndTabItem();
|
||||
}
|
||||
if (renderer.BeginTabItem("Chat"))
|
||||
{
|
||||
RenderChatTab(renderer);
|
||||
renderer.EndTabItem();
|
||||
}
|
||||
if (renderer.BeginTabItem("Character"))
|
||||
{
|
||||
RenderCharacterTab(renderer);
|
||||
renderer.EndTabItem();
|
||||
}
|
||||
renderer.EndTabBar();
|
||||
}
|
||||
|
||||
renderer.End();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render the Keybinds tab — eight collapsing-header sections matching
|
||||
/// the retail keymap categories. Phase K shipped this content; the
|
||||
/// only thing that changed is the wrapping tab item.
|
||||
/// </summary>
|
||||
private void RenderKeybindsTab(IPanelRenderer renderer)
|
||||
{
|
||||
RenderSection(renderer, "Movement", new[]
|
||||
{
|
||||
InputAction.MovementForward, InputAction.MovementBackup,
|
||||
InputAction.MovementTurnLeft, InputAction.MovementTurnRight,
|
||||
InputAction.MovementStrafeLeft, InputAction.MovementStrafeRight,
|
||||
InputAction.MovementJump, InputAction.MovementStop,
|
||||
InputAction.MovementWalkMode, InputAction.MovementRunLock,
|
||||
});
|
||||
RenderSection(renderer, "Postures", new[]
|
||||
{
|
||||
InputAction.Ready, InputAction.Sitting,
|
||||
InputAction.Crouch, InputAction.Sleeping,
|
||||
});
|
||||
RenderSection(renderer, "Camera", new[]
|
||||
{
|
||||
InputAction.CameraActivateAlternateMode, InputAction.CameraInstantMouseLook,
|
||||
InputAction.CameraRotateLeft, InputAction.CameraRotateRight,
|
||||
InputAction.CameraRotateUp, InputAction.CameraRotateDown,
|
||||
InputAction.CameraMoveToward, InputAction.CameraMoveAway,
|
||||
InputAction.CameraViewDefault, InputAction.CameraViewFirstPerson,
|
||||
InputAction.CameraViewLookDown, InputAction.CameraViewMapMode,
|
||||
});
|
||||
RenderSection(renderer, "Combat", new[]
|
||||
{
|
||||
InputAction.CombatToggleCombat,
|
||||
InputAction.CombatDecreaseAttackPower, InputAction.CombatIncreaseAttackPower,
|
||||
InputAction.CombatLowAttack, InputAction.CombatMediumAttack, InputAction.CombatHighAttack,
|
||||
InputAction.CombatAimLow, InputAction.CombatAimMedium, InputAction.CombatAimHigh,
|
||||
InputAction.CombatPrevSpellTab, InputAction.CombatNextSpellTab,
|
||||
InputAction.CombatPrevSpell, InputAction.CombatNextSpell, InputAction.CombatCastCurrentSpell,
|
||||
});
|
||||
RenderSection(renderer, "UI panels", new[]
|
||||
{
|
||||
InputAction.ToggleHelp, InputAction.ToggleAllegiancePanel,
|
||||
InputAction.ToggleFellowshipPanel, InputAction.ToggleSpellbookPanel,
|
||||
InputAction.ToggleSpellComponentsPanel, InputAction.ToggleAttributesPanel,
|
||||
InputAction.ToggleSkillsPanel, InputAction.ToggleWorldPanel,
|
||||
InputAction.ToggleOptionsPanel, InputAction.ToggleInventoryPanel,
|
||||
InputAction.SelectionExamine, InputAction.UseSelected,
|
||||
InputAction.EscapeKey, InputAction.LOGOUT,
|
||||
});
|
||||
RenderSection(renderer, "Chat", new[]
|
||||
{
|
||||
InputAction.ToggleChatEntry, InputAction.EnterChatMode,
|
||||
InputAction.ToggleFloatingChatWindow1, InputAction.ToggleFloatingChatWindow2,
|
||||
InputAction.ToggleFloatingChatWindow3, InputAction.ToggleFloatingChatWindow4,
|
||||
});
|
||||
RenderSection(renderer, "Hotbar", new[]
|
||||
{
|
||||
InputAction.UseQuickSlot_1, InputAction.UseQuickSlot_2, InputAction.UseQuickSlot_3,
|
||||
InputAction.UseQuickSlot_4, InputAction.UseQuickSlot_5, InputAction.UseQuickSlot_6,
|
||||
InputAction.UseQuickSlot_7, InputAction.UseQuickSlot_8, InputAction.UseQuickSlot_9,
|
||||
InputAction.SelectQuickSlot_1, InputAction.SelectQuickSlot_2, InputAction.SelectQuickSlot_3,
|
||||
InputAction.SelectQuickSlot_4, InputAction.SelectQuickSlot_5, InputAction.SelectQuickSlot_6,
|
||||
InputAction.SelectQuickSlot_7, InputAction.SelectQuickSlot_8, InputAction.SelectQuickSlot_9,
|
||||
InputAction.UseQuickSlot_14, InputAction.UseQuickSlot_15, InputAction.UseQuickSlot_16,
|
||||
InputAction.UseQuickSlot_17, InputAction.UseQuickSlot_18,
|
||||
InputAction.CreateShortcut,
|
||||
});
|
||||
RenderSection(renderer, "Emotes", new[]
|
||||
{
|
||||
InputAction.Cry, InputAction.Laugh, InputAction.Wave,
|
||||
InputAction.Cheer, InputAction.PointState,
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render the Display tab — resolution / fullscreen / vsync /
|
||||
/// FOV / gamma / show-FPS. FOV + Gamma are live-preview sliders;
|
||||
/// the others apply on Save (matches the brainstorm UX agreement —
|
||||
/// resolution change live would be too jarring).
|
||||
/// </summary>
|
||||
private void RenderDisplayTab(IPanelRenderer renderer)
|
||||
{
|
||||
var d = _vm.DisplayDraft;
|
||||
|
||||
// Resolution dropdown. Index falls back to the highest available
|
||||
// option when the persisted resolution isn't one of the presets
|
||||
// (e.g. user hand-edited settings.json with a non-standard size).
|
||||
var resolutions = DisplaySettings.AvailableResolutions.ToArray();
|
||||
int idx = System.Array.IndexOf(resolutions, d.Resolution);
|
||||
if (idx < 0) idx = resolutions.Length - 1;
|
||||
if (renderer.Combo("Resolution", ref idx, resolutions))
|
||||
_vm.SetDisplay(d with { Resolution = resolutions[idx] });
|
||||
|
||||
bool fullscreen = d.Fullscreen;
|
||||
if (renderer.Checkbox("Fullscreen", ref fullscreen))
|
||||
_vm.SetDisplay(d with { Fullscreen = fullscreen });
|
||||
|
||||
bool vsync = d.VSync;
|
||||
if (renderer.Checkbox("V-Sync", ref vsync))
|
||||
_vm.SetDisplay(d with { VSync = vsync });
|
||||
|
||||
float fov = d.FieldOfView;
|
||||
if (renderer.SliderFloat("Field of View", ref fov, 30f, 120f))
|
||||
_vm.SetDisplay(d with { FieldOfView = fov });
|
||||
|
||||
float gamma = d.Gamma;
|
||||
if (renderer.SliderFloat("Gamma", ref gamma, 0.5f, 2.0f))
|
||||
_vm.SetDisplay(d with { Gamma = gamma });
|
||||
|
||||
bool showFps = d.ShowFps;
|
||||
if (renderer.Checkbox("Show FPS", ref showFps))
|
||||
_vm.SetDisplay(d with { ShowFps = showFps });
|
||||
|
||||
// A.5 T22.5: Quality preset dropdown. Drives streaming radii, MSAA,
|
||||
// anisotropic level, A2C, and max completions-per-frame as a unit.
|
||||
// Resolution + anisotropic + A2C + completions apply immediately via
|
||||
// ReapplyQualityPreset; MSAA samples require a restart (GL context
|
||||
// cannot change sample count at runtime).
|
||||
var presets = s_qualityPresetNames;
|
||||
int qIdx = (int)d.Quality;
|
||||
if (qIdx < 0 || qIdx >= presets.Length) qIdx = (int)QualityPreset.High;
|
||||
if (renderer.Combo("Quality", ref qIdx, presets))
|
||||
_vm.SetDisplay(d with { Quality = (QualityPreset)qIdx });
|
||||
|
||||
int particleRangeIndex = (int)d.ParticleRange;
|
||||
if (particleRangeIndex < 0 || particleRangeIndex >= s_particleRangeNames.Length)
|
||||
particleRangeIndex = (int)DisplaySettings.Default.ParticleRange;
|
||||
if (renderer.Combo("Particle Range", ref particleRangeIndex, s_particleRangeNames))
|
||||
_vm.SetDisplay(d with { ParticleRange = (ParticleRange)particleRangeIndex });
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.TextWrapped(
|
||||
"Resolution / Fullscreen / V-Sync apply on Save. FOV + Gamma "
|
||||
+ "preview live as you drag; Cancel reverts to the saved value. "
|
||||
+ "Quality preset applies streaming radius, anisotropic, and A2C "
|
||||
+ "immediately on Save; MSAA sample count requires a restart. "
|
||||
+ "Particle Range defaults to Extended, which doubles authored "
|
||||
+ "effect distance; Retail restores the exact client cutoff.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render the Audio tab — Master, SFX and Ambient volume sliders, all with
|
||||
/// live preview against the running engine.
|
||||
///
|
||||
/// <para>
|
||||
/// Ambient was hidden until Campaign A slice A5 because nothing drove it;
|
||||
/// the region ambient soundscape now does, so the knob moves something and
|
||||
/// is exposed. The Music slider is gone entirely: retail has no music
|
||||
/// system, so there was never anything for it to turn down.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private void RenderAudioTab(IPanelRenderer renderer)
|
||||
{
|
||||
var a = _vm.AudioDraft;
|
||||
|
||||
float master = a.Master;
|
||||
if (renderer.SliderFloat("Master", ref master, 0f, 1f))
|
||||
_vm.SetAudio(a with { Master = master });
|
||||
|
||||
float sfx = a.Sfx;
|
||||
if (renderer.SliderFloat("SFX", ref sfx, 0f, 1f))
|
||||
_vm.SetAudio(a with { Sfx = sfx });
|
||||
|
||||
float ambient = a.Ambient;
|
||||
if (renderer.SliderFloat("Ambient", ref ambient, 0f, 1f))
|
||||
_vm.SetAudio(a with { Ambient = ambient });
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.TextWrapped(
|
||||
"Volume changes preview live as you drag. Save persists the "
|
||||
+ "values to settings.json; Cancel reverts to the saved values. "
|
||||
+ "Music + Ambient mixing arrives with R5 MIDI playback.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render the Gameplay tab — ~14 toggles ported from retail's
|
||||
/// CharacterOption + CharacterOptions2 bitfields. Local-only this
|
||||
/// phase (no server sync). Grouped into Combat / Display / Interface
|
||||
/// for first-run discoverability.
|
||||
/// </summary>
|
||||
private void RenderGameplayTab(IPanelRenderer renderer)
|
||||
{
|
||||
var g = _vm.GameplayDraft;
|
||||
|
||||
renderer.Text("Combat");
|
||||
renderer.Separator();
|
||||
|
||||
// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2):
|
||||
// Auto-target/Auto-repeat/Keep-in-view were removed from
|
||||
// GameplaySettings — they now read/write the canonical server bit
|
||||
// (RuntimeCharacterOptionsState) through CombatUiController, not
|
||||
// this client-local draft. This panel has no production
|
||||
// construction site (D.2b's retained UiHost/UiRoot stack is the
|
||||
// one presentation surface — see CLAUDE.md's UI strategy section);
|
||||
// the three checkboxes are simply retired rather than re-pointed
|
||||
// to a seam this dat-free ImGui-shaped panel has no way to reach.
|
||||
|
||||
bool toggleRun = g.ToggleRun;
|
||||
if (renderer.Checkbox("Run mode is toggle (vs hold)", ref toggleRun))
|
||||
_vm.SetGameplay(g with { ToggleRun = toggleRun });
|
||||
|
||||
bool advCombat = g.AdvancedCombatUI;
|
||||
if (renderer.Checkbox("Show advanced combat UI", ref advCombat))
|
||||
_vm.SetGameplay(g with { AdvancedCombatUI = advCombat });
|
||||
|
||||
bool vivid = g.VividTargetingIndicator;
|
||||
if (renderer.Checkbox("Vivid targeting indicator", ref vivid))
|
||||
_vm.SetGameplay(g with { VividTargetingIndicator = vivid });
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.Text("Display");
|
||||
renderer.Separator();
|
||||
|
||||
bool tooltips = g.ShowTooltips;
|
||||
if (renderer.Checkbox("Show item tooltips", ref tooltips))
|
||||
_vm.SetGameplay(g with { ShowTooltips = tooltips });
|
||||
|
||||
bool sideBySide = g.SideBySideVitals;
|
||||
if (renderer.Checkbox("Side-by-side vital orbs", ref sideBySide))
|
||||
_vm.SetGameplay(g with { SideBySideVitals = sideBySide });
|
||||
|
||||
bool coords = g.CoordinatesOnRadar;
|
||||
if (renderer.Checkbox("Show coordinates on radar", ref coords))
|
||||
_vm.SetGameplay(g with { CoordinatesOnRadar = coords });
|
||||
|
||||
bool spellDur = g.SpellDuration;
|
||||
if (renderer.Checkbox("Show spell duration on enchantments", ref spellDur))
|
||||
_vm.SetGameplay(g with { SpellDuration = spellDur });
|
||||
|
||||
bool helm = g.ShowHelm;
|
||||
if (renderer.Checkbox("Show helm on character", ref helm))
|
||||
_vm.SetGameplay(g with { ShowHelm = helm });
|
||||
|
||||
bool cloak = g.ShowCloak;
|
||||
if (renderer.Checkbox("Show cloak on character", ref cloak))
|
||||
_vm.SetGameplay(g with { ShowCloak = cloak });
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.Text("Interface");
|
||||
renderer.Separator();
|
||||
|
||||
bool allowGive = g.AllowGive;
|
||||
if (renderer.Checkbox("Accept items handed by other players", ref allowGive))
|
||||
_vm.SetGameplay(g with { AllowGive = allowGive });
|
||||
|
||||
bool lockUI = g.LockUI;
|
||||
if (renderer.Checkbox("Lock UI (disable panel drag/resize)", ref lockUI))
|
||||
_vm.SetGameplay(g with { LockUI = lockUI });
|
||||
|
||||
bool mouseTurn = g.UseMouseTurning;
|
||||
if (renderer.Checkbox("Use mouse turning", ref mouseTurn))
|
||||
_vm.SetGameplay(g with { UseMouseTurning = mouseTurn });
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.TextWrapped(
|
||||
"Local-only this phase — values persist to settings.json but "
|
||||
+ "don't yet sync to the server. Server sync arrives in a "
|
||||
+ "follow-up phase.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render the Chat tab — channel filters (Hear*Chat), display
|
||||
/// preferences (timestamps / profanity filter / appear offline),
|
||||
/// and a font-size slider. Channel filters affect client-side
|
||||
/// display only this phase — the server still sends every line,
|
||||
/// the client decides what to render.
|
||||
/// </summary>
|
||||
private void RenderChatTab(IPanelRenderer renderer)
|
||||
{
|
||||
var c = _vm.ChatDraft;
|
||||
|
||||
renderer.Text("Channel filters");
|
||||
renderer.Separator();
|
||||
|
||||
bool general = c.HearGeneralChat;
|
||||
if (renderer.Checkbox("General", ref general))
|
||||
_vm.SetChat(c with { HearGeneralChat = general });
|
||||
|
||||
bool trade = c.HearTradeChat;
|
||||
if (renderer.Checkbox("Trade", ref trade))
|
||||
_vm.SetChat(c with { HearTradeChat = trade });
|
||||
|
||||
bool lfg = c.HearLFGChat;
|
||||
if (renderer.Checkbox("LFG (looking for group)", ref lfg))
|
||||
_vm.SetChat(c with { HearLFGChat = lfg });
|
||||
|
||||
bool rp = c.HearRoleplayChat;
|
||||
if (renderer.Checkbox("Roleplay", ref rp))
|
||||
_vm.SetChat(c with { HearRoleplayChat = rp });
|
||||
|
||||
bool society = c.HearSocietyChat;
|
||||
if (renderer.Checkbox("Society (CD / EW / RB)", ref society))
|
||||
_vm.SetChat(c with { HearSocietyChat = society });
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.Text("Display");
|
||||
renderer.Separator();
|
||||
|
||||
bool timestamps = c.ShowTimestamps;
|
||||
if (renderer.Checkbox("Show timestamps", ref timestamps))
|
||||
_vm.SetChat(c with { ShowTimestamps = timestamps });
|
||||
|
||||
bool profanity = c.FilterProfanity;
|
||||
if (renderer.Checkbox("Filter profanity", ref profanity))
|
||||
_vm.SetChat(c with { FilterProfanity = profanity });
|
||||
|
||||
bool offline = c.AppearOffline;
|
||||
if (renderer.Checkbox("Appear offline (hide from /who)", ref offline))
|
||||
_vm.SetChat(c with { AppearOffline = offline });
|
||||
|
||||
float fontSize = c.FontSize;
|
||||
if (renderer.SliderFloat("Font size (pt)", ref fontSize, 10f, 20f))
|
||||
_vm.SetChat(c with { FontSize = fontSize });
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.Text("Window transparency");
|
||||
renderer.Separator();
|
||||
|
||||
// Campaign CH slice CH6c: retail's two linked opacity sliders
|
||||
// (gmChatOptionsUI::InitOptions @0x0049FC60's DualHash pair). Dragging
|
||||
// Background above Active drags Active UP to match; dragging Active below
|
||||
// Background drags Background DOWN — ChatOpacityLink is the shared port of
|
||||
// ChatInterface::SetDefaultOpacity/SetActiveOpacity (0x004F3BC0/0x004F3C40)
|
||||
// that both this draft and the live RetailWindowOpacityController use, so the
|
||||
// sliders track each other exactly like retail's options page.
|
||||
float defaultOpacity = c.DefaultOpacity;
|
||||
if (renderer.SliderFloat("Background opacity (unfocused)", ref defaultOpacity, 0f, 1f))
|
||||
{
|
||||
var (def, active) = ChatOpacityLink.SetDefault(c.ActiveOpacity, defaultOpacity);
|
||||
_vm.SetChat(c with { DefaultOpacity = def, ActiveOpacity = active });
|
||||
}
|
||||
|
||||
float activeOpacity = c.ActiveOpacity;
|
||||
if (renderer.SliderFloat("Active opacity (typing / focused)", ref activeOpacity, 0f, 1f))
|
||||
{
|
||||
var (def, active) = ChatOpacityLink.SetActive(c.DefaultOpacity, activeOpacity);
|
||||
_vm.SetChat(c with { DefaultOpacity = def, ActiveOpacity = active });
|
||||
}
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.TextWrapped(
|
||||
"Channel filters hide messages from the chat window without "
|
||||
+ "changing your server-side subscriptions. Window transparency "
|
||||
+ "applies to every retained window (chat, floaties, vitals, "
|
||||
+ "toolbar, inventory...) and fades whichever window doesn't "
|
||||
+ "currently have keyboard focus; Active opacity can never be "
|
||||
+ "lower than Background — dragging one past the other drags "
|
||||
+ "the other along. Save persists; Cancel reverts.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render the Character tab — per-toon preferences. The host owns
|
||||
/// the toon-name key; the panel just edits whatever bag the host
|
||||
/// loaded into <see cref="SettingsVM.CharacterDraft"/>.
|
||||
/// </summary>
|
||||
private void RenderCharacterTab(IPanelRenderer renderer)
|
||||
{
|
||||
var c = _vm.CharacterDraft;
|
||||
|
||||
var channels = CharacterSettings.AvailableChannels.ToArray();
|
||||
int idx = System.Array.IndexOf(channels, c.DefaultChatChannel);
|
||||
if (idx < 0) idx = 0;
|
||||
if (renderer.Combo("Default chat channel", ref idx, channels))
|
||||
_vm.SetCharacter(c with { DefaultChatChannel = channels[idx] });
|
||||
|
||||
bool autoAttack = c.AutoAttack;
|
||||
if (renderer.Checkbox("Auto-attack (continue swinging until target dies)", ref autoAttack))
|
||||
_vm.SetCharacter(c with { AutoAttack = autoAttack });
|
||||
|
||||
bool confirmSalvage = c.ConfirmSalvage;
|
||||
if (renderer.Checkbox("Confirm before salvaging valuable items", ref confirmSalvage))
|
||||
_vm.SetCharacter(c with { ConfirmSalvage = confirmSalvage });
|
||||
|
||||
bool pickup = c.ShowPickupMessages;
|
||||
if (renderer.Checkbox("Show pickup messages in chat", ref pickup))
|
||||
_vm.SetCharacter(c with { ShowPickupMessages = pickup });
|
||||
|
||||
renderer.Spacing();
|
||||
renderer.TextWrapped(
|
||||
"Per-character preferences — saved per toon under "
|
||||
+ "settings.json's character[\"<toonName>\"]. Local-only this "
|
||||
+ "phase; server-sync arrives later when the protocol "
|
||||
+ "round-trip lands.");
|
||||
}
|
||||
|
||||
// A.5 T22.5: preset label array parallel to QualityPreset enum values.
|
||||
// Order must match the enum (Low=0, Medium=1, High=2, Ultra=3).
|
||||
private static readonly string[] s_qualityPresetNames =
|
||||
{ "Low", "Medium", "High", "Ultra" };
|
||||
|
||||
private static readonly string[] s_particleRangeNames =
|
||||
{ "Retail", "Extended" };
|
||||
|
||||
private void RenderSection(IPanelRenderer renderer, string label, InputAction[] actions)
|
||||
{
|
||||
// Movement defaults open; other sections collapsed for first-run UX.
|
||||
bool defaultOpen = label == "Movement";
|
||||
if (!renderer.CollapsingHeader(label, defaultOpen))
|
||||
return;
|
||||
|
||||
foreach (var action in actions)
|
||||
{
|
||||
renderer.Text(action.ToString());
|
||||
renderer.SameLine();
|
||||
|
||||
// Current binding(s) summary.
|
||||
var binds = _vm.Draft.ForAction(action).ToList();
|
||||
string summary = binds.Count == 0
|
||||
? "(unbound)"
|
||||
: string.Join(", ", binds.Select(b => ChordLabel(b.Chord)));
|
||||
renderer.Text(summary);
|
||||
renderer.SameLine();
|
||||
|
||||
// Rebind button — when a rebind is in progress for THIS
|
||||
// action, the label changes to a "press a key..." prompt.
|
||||
// The "##{action}" suffix gives ImGui a stable per-row id
|
||||
// so multiple "Rebind" buttons don't collide.
|
||||
string buttonLabel = (_vm.RebindInProgress == action)
|
||||
? $"Press a key... (Esc to cancel)##{action}"
|
||||
: $"Rebind##{action}";
|
||||
if (renderer.Button(buttonLabel))
|
||||
{
|
||||
if (binds.Count > 0 && _vm.RebindInProgress is null)
|
||||
_vm.BeginRebind(action, binds[0]);
|
||||
}
|
||||
renderer.SameLine();
|
||||
if (renderer.Button($"Reset##{action}"))
|
||||
_vm.ResetActionToDefault(action);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render a chord as <c>"Shift+Ctrl+A"</c> / <c>"W"</c> / etc. for the
|
||||
/// row summary + conflict prompt. Joins held modifiers with <c>+</c>
|
||||
/// then the trigger key name.
|
||||
/// </summary>
|
||||
private static string ChordLabel(KeyChord chord)
|
||||
{
|
||||
var parts = new List<string>();
|
||||
if ((chord.Modifiers & ModifierMask.Shift) != 0) parts.Add("Shift");
|
||||
if ((chord.Modifiers & ModifierMask.Ctrl) != 0) parts.Add("Ctrl");
|
||||
if ((chord.Modifiers & ModifierMask.Alt) != 0) parts.Add("Alt");
|
||||
if ((chord.Modifiers & ModifierMask.Win) != 0) parts.Add("Win");
|
||||
parts.Add(chord.Key.ToString());
|
||||
return string.Join("+", parts);
|
||||
}
|
||||
}
|
||||
|
|
@ -11,10 +11,11 @@ namespace AcDream.UI.Abstractions.Panels.Settings;
|
|||
public readonly record struct UiWindowPosition(float X, float Y);
|
||||
|
||||
/// <summary>
|
||||
/// JSON-backed persistence for non-keybind settings (Display today; future
|
||||
/// tabs Audio / Gameplay / Chat / Character will be added to the same
|
||||
/// file). The graphical host supplies a canonical portable configuration
|
||||
/// path. Coexists
|
||||
/// JSON-backed persistence for non-keybind settings (Display / Audio / Chat /
|
||||
/// Character; the OP9-retired <c>Gameplay</c> section is no longer read or
|
||||
/// written — see the class's Schema note below for how a leftover
|
||||
/// <c>"gameplay"</c> block from an older settings.json is tolerated). The
|
||||
/// graphical host supplies a canonical portable configuration path. Coexists
|
||||
/// with <c>keybinds.json</c>, which retains its own
|
||||
/// <see cref="Input.KeyBindings.LoadOrDefault"/> path.
|
||||
///
|
||||
|
|
@ -29,7 +30,11 @@ public readonly record struct UiWindowPosition(float X, float Y);
|
|||
/// </code>
|
||||
/// Unknown top-level keys are preserved on save so future tab additions
|
||||
/// from a newer client don't get clobbered by an older client writing
|
||||
/// out only the sections it knows about.
|
||||
/// out only the sections it knows about — the SAME round-trip preservation
|
||||
/// (<see cref="SaveSection"/>'s raw-JSON-text carry-forward) that keeps an
|
||||
/// EXISTING file's now-orphaned <c>"gameplay"</c> block intact forever: no
|
||||
/// <c>Load*</c> method here reads it, so it is neither parsed nor dropped,
|
||||
/// just silently carried along untouched on every subsequent save.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class SettingsStore
|
||||
|
|
@ -149,49 +154,6 @@ public sealed class SettingsStore
|
|||
public void SaveAudio(AudioSettings audio)
|
||||
=> SaveSection("audio", BuildAudioObject(audio));
|
||||
|
||||
/// <summary>
|
||||
/// Load Gameplay settings (subset of retail CharacterOption flags).
|
||||
/// Same fall-back behaviour as <see cref="LoadDisplay"/>.
|
||||
/// </summary>
|
||||
public GameplaySettings LoadGameplay()
|
||||
{
|
||||
if (!File.Exists(_path)) return GameplaySettings.Default;
|
||||
try
|
||||
{
|
||||
using var stream = File.OpenRead(_path);
|
||||
var doc = JsonDocument.Parse(stream);
|
||||
var root = doc.RootElement;
|
||||
if (!root.TryGetProperty("gameplay", out var gp)
|
||||
|| gp.ValueKind != JsonValueKind.Object)
|
||||
return GameplaySettings.Default;
|
||||
|
||||
var d = GameplaySettings.Default;
|
||||
return new GameplaySettings(
|
||||
ToggleRun: ReadBool(gp, "toggleRun", d.ToggleRun),
|
||||
AdvancedCombatUI: ReadBool(gp, "advancedCombatUI", d.AdvancedCombatUI),
|
||||
ShowTooltips: ReadBool(gp, "showTooltips", d.ShowTooltips),
|
||||
VividTargetingIndicator: ReadBool(gp, "vividTargetingIndicator", d.VividTargetingIndicator),
|
||||
SideBySideVitals: ReadBool(gp, "sideBySideVitals", d.SideBySideVitals),
|
||||
CoordinatesOnRadar: ReadBool(gp, "coordinatesOnRadar", d.CoordinatesOnRadar),
|
||||
SpellDuration: ReadBool(gp, "spellDuration", d.SpellDuration),
|
||||
AllowGive: ReadBool(gp, "allowGive", d.AllowGive),
|
||||
ShowHelm: ReadBool(gp, "showHelm", d.ShowHelm),
|
||||
ShowCloak: ReadBool(gp, "showCloak", d.ShowCloak),
|
||||
LockUI: ReadBool(gp, "lockUI", d.LockUI),
|
||||
UseMouseTurning: ReadBool(gp, "useMouseTurning", d.UseMouseTurning),
|
||||
AcceptLootPermits: ReadBool(gp, "acceptLootPermits", d.AcceptLootPermits));
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
|
||||
return GameplaySettings.Default;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Save Gameplay settings, preserving all other top-level keys.</summary>
|
||||
public void SaveGameplay(GameplaySettings gameplay)
|
||||
=> SaveSection("gameplay", BuildGameplayObject(gameplay));
|
||||
|
||||
/// <summary>Load Chat settings. Same fall-back behaviour as <see cref="LoadDisplay"/>.</summary>
|
||||
public ChatSettings LoadChat()
|
||||
{
|
||||
|
|
@ -624,24 +586,6 @@ public sealed class SettingsStore
|
|||
["showTimestamps"] = c.ShowTimestamps,
|
||||
};
|
||||
|
||||
private static SortedDictionary<string, object> BuildGameplayObject(GameplaySettings g)
|
||||
=> new(StringComparer.Ordinal)
|
||||
{
|
||||
["advancedCombatUI"] = g.AdvancedCombatUI,
|
||||
["acceptLootPermits"] = g.AcceptLootPermits,
|
||||
["allowGive"] = g.AllowGive,
|
||||
["coordinatesOnRadar"] = g.CoordinatesOnRadar,
|
||||
["lockUI"] = g.LockUI,
|
||||
["showCloak"] = g.ShowCloak,
|
||||
["showHelm"] = g.ShowHelm,
|
||||
["showTooltips"] = g.ShowTooltips,
|
||||
["sideBySideVitals"] = g.SideBySideVitals,
|
||||
["spellDuration"] = g.SpellDuration,
|
||||
["toggleRun"] = g.ToggleRun,
|
||||
["useMouseTurning"] = g.UseMouseTurning,
|
||||
["vividTargetingIndicator"] = g.VividTargetingIndicator,
|
||||
};
|
||||
|
||||
private static SortedDictionary<string, object> BuildDisplayObject(DisplaySettings d)
|
||||
=> new(StringComparer.Ordinal)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,451 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AcDream.UI.Abstractions.Input;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// K.3 ViewModel for <see cref="SettingsPanel"/>. Owns a <b>draft</b>
|
||||
/// copy of the current <see cref="KeyBindings"/>; rebinds modify the
|
||||
/// draft. <see cref="Save"/> commits draft via the supplied callback
|
||||
/// (which writes to disk + replaces the live dispatcher's table);
|
||||
/// <see cref="Cancel"/> reverts the draft to the persisted state.
|
||||
///
|
||||
/// <para>
|
||||
/// Click-to-rebind UX: caller invokes <see cref="BeginRebind"/> with the
|
||||
/// action being rebound + the binding being replaced. The VM enters
|
||||
/// modal capture on the dispatcher; when the user presses a chord (or
|
||||
/// Esc), the dispatcher reports it via <see cref="OnChordCaptured"/>.
|
||||
/// If the new chord conflicts with another action's binding (same
|
||||
/// activation type), <see cref="PendingConflict"/> surfaces a prompt
|
||||
/// the panel renders as Yes / No buttons; <see cref="ResolveConflict"/>
|
||||
/// dispatches the user's choice.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class SettingsVM
|
||||
{
|
||||
private KeyBindings _persisted;
|
||||
private KeyBindings _draft;
|
||||
private readonly InputDispatcher _dispatcher;
|
||||
private readonly Action<KeyBindings> _onSave;
|
||||
|
||||
// L.0 — Display tab. Treated as a single immutable record; mutation
|
||||
// through SetDisplay clones via with-expressions on the panel side.
|
||||
private DisplaySettings _displayPersisted;
|
||||
private DisplaySettings _displayDraft;
|
||||
private readonly Action<DisplaySettings> _onSaveDisplay;
|
||||
|
||||
// L.0 — Audio tab. Same shape as Display.
|
||||
private AudioSettings _audioPersisted;
|
||||
private AudioSettings _audioDraft;
|
||||
private readonly Action<AudioSettings> _onSaveAudio;
|
||||
|
||||
// L.0 — Gameplay tab (subset of retail CharacterOption flags).
|
||||
private GameplaySettings _gameplayPersisted;
|
||||
private GameplaySettings _gameplayDraft;
|
||||
private readonly Action<GameplaySettings> _onSaveGameplay;
|
||||
|
||||
// L.0 — Chat tab (CharacterOptions2 channel filters + visual prefs).
|
||||
private ChatSettings _chatPersisted;
|
||||
private ChatSettings _chatDraft;
|
||||
private readonly Action<ChatSettings> _onSaveChat;
|
||||
|
||||
// L.0 — Character tab (per-toon, host-keyed by toon name).
|
||||
private CharacterSettings _characterPersisted;
|
||||
private CharacterSettings _characterDraft;
|
||||
private readonly Action<CharacterSettings> _onSaveCharacter;
|
||||
|
||||
/// <summary>The action currently being rebound, or null when idle.</summary>
|
||||
public InputAction? RebindInProgress { get; private set; }
|
||||
|
||||
/// <summary>The original binding being replaced (so we can preserve
|
||||
/// activation type on the new chord and roll back on cancel).</summary>
|
||||
public Binding? RebindOriginal { get; private set; }
|
||||
|
||||
/// <summary>The action+chord conflict pending confirmation, or null.
|
||||
/// Populated when <see cref="OnChordCaptured"/> finds the captured
|
||||
/// chord already bound to another action; cleared by
|
||||
/// <see cref="ResolveConflict"/>.</summary>
|
||||
public ConflictPrompt? PendingConflict { get; private set; }
|
||||
|
||||
/// <summary>The current working draft. Panel renders bindings from
|
||||
/// here; mutates via the rebind / reset methods.</summary>
|
||||
public KeyBindings Draft => _draft;
|
||||
|
||||
/// <summary>True iff the draft differs structurally from the
|
||||
/// persisted snapshot. Used to grey out the Save button when no
|
||||
/// rebinds are pending.</summary>
|
||||
public bool HasUnsavedChanges
|
||||
=> !KeyBindingsEqual(_persisted, _draft)
|
||||
|| _displayPersisted != _displayDraft
|
||||
|| _audioPersisted != _audioDraft
|
||||
|| _gameplayPersisted != _gameplayDraft
|
||||
|| _chatPersisted != _chatDraft
|
||||
|| _characterPersisted != _characterDraft;
|
||||
|
||||
/// <summary>The current Display draft. Panel reads from here;
|
||||
/// mutation goes through <see cref="SetDisplay"/>.</summary>
|
||||
public DisplaySettings DisplayDraft => _displayDraft;
|
||||
|
||||
/// <summary>The current Audio draft. Panel reads from here;
|
||||
/// mutation goes through <see cref="SetAudio"/>.</summary>
|
||||
public AudioSettings AudioDraft => _audioDraft;
|
||||
|
||||
/// <summary>The current Gameplay draft. Panel reads from here;
|
||||
/// mutation goes through <see cref="SetGameplay"/>.</summary>
|
||||
public GameplaySettings GameplayDraft => _gameplayDraft;
|
||||
|
||||
/// <summary>The current Chat draft. Panel reads from here;
|
||||
/// mutation goes through <see cref="SetChat"/>.</summary>
|
||||
public ChatSettings ChatDraft => _chatDraft;
|
||||
|
||||
/// <summary>The current Character draft (per-toon — host owns the
|
||||
/// toon-name key). Panel reads from here; mutation goes through
|
||||
/// <see cref="SetCharacter"/>.</summary>
|
||||
public CharacterSettings CharacterDraft => _characterDraft;
|
||||
|
||||
public SettingsVM(
|
||||
KeyBindings persisted,
|
||||
InputDispatcher dispatcher,
|
||||
Action<KeyBindings> onSave,
|
||||
DisplaySettings persistedDisplay,
|
||||
Action<DisplaySettings> onSaveDisplay,
|
||||
AudioSettings persistedAudio,
|
||||
Action<AudioSettings> onSaveAudio,
|
||||
GameplaySettings persistedGameplay,
|
||||
Action<GameplaySettings> onSaveGameplay,
|
||||
ChatSettings persistedChat,
|
||||
Action<ChatSettings> onSaveChat,
|
||||
CharacterSettings persistedCharacter,
|
||||
Action<CharacterSettings> onSaveCharacter)
|
||||
{
|
||||
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
|
||||
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
|
||||
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
|
||||
_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
|
||||
_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
|
||||
_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
|
||||
_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
|
||||
_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
|
||||
_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
|
||||
_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
|
||||
_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
|
||||
_characterPersisted = persistedCharacter ?? throw new ArgumentNullException(nameof(persistedCharacter));
|
||||
_onSaveCharacter = onSaveCharacter ?? throw new ArgumentNullException(nameof(onSaveCharacter));
|
||||
_draft = CloneBindings(persisted);
|
||||
_displayDraft = persistedDisplay;
|
||||
_audioDraft = persistedAudio;
|
||||
_gameplayDraft = persistedGameplay;
|
||||
_chatDraft = persistedChat;
|
||||
_characterDraft = persistedCharacter;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace the entire Display draft with <paramref name="value"/>.
|
||||
/// Panel calls this with a <c>DisplayDraft with { Field = newValue }</c>
|
||||
/// so each widget edits exactly one field at a time.
|
||||
/// </summary>
|
||||
public void SetDisplay(DisplaySettings value)
|
||||
{
|
||||
_displayDraft = value ?? throw new ArgumentNullException(nameof(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply one externally persisted display-option change to both snapshots.
|
||||
/// Existing unsaved edits to other fields remain drafts rather than being
|
||||
/// accidentally promoted to persisted state.
|
||||
/// </summary>
|
||||
public void ApplyExternalDisplayChange(Func<DisplaySettings, DisplaySettings> update)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(update);
|
||||
_displayPersisted = update(_displayPersisted)
|
||||
?? throw new InvalidOperationException("Display update returned null.");
|
||||
_displayDraft = update(_displayDraft)
|
||||
?? throw new InvalidOperationException("Display update returned null.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace the entire Audio draft with <paramref name="value"/>.
|
||||
/// Live audio preview is achieved at the host layer by pushing
|
||||
/// <see cref="AudioDraft"/> into the running OpenAL engine each frame
|
||||
/// — this method only mutates VM state. Cancel reverts the draft and
|
||||
/// the host's next-frame push restores the pre-edit engine volumes.
|
||||
/// </summary>
|
||||
public void SetAudio(AudioSettings value)
|
||||
{
|
||||
_audioDraft = value ?? throw new ArgumentNullException(nameof(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace the entire Gameplay draft with <paramref name="value"/>.
|
||||
/// Local-only this phase — values persist on Save but don't yet
|
||||
/// flow to the server. When server-sync ships, the host's
|
||||
/// <c>onSaveGameplay</c> callback will marshal the draft into the
|
||||
/// retail <c>CharacterOption</c> wire bitmask.
|
||||
/// </summary>
|
||||
public void SetGameplay(GameplaySettings value)
|
||||
{
|
||||
_gameplayDraft = value ?? throw new ArgumentNullException(nameof(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply one externally persisted gameplay-option change to both snapshots.
|
||||
/// Existing unsaved edits to unrelated fields remain drafts rather than
|
||||
/// being accidentally promoted to persisted state.
|
||||
/// </summary>
|
||||
public void ApplyExternalGameplayChange(
|
||||
Func<GameplaySettings, GameplaySettings> update)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(update);
|
||||
_gameplayPersisted = update(_gameplayPersisted)
|
||||
?? throw new InvalidOperationException("Gameplay update returned null.");
|
||||
_gameplayDraft = update(_gameplayDraft)
|
||||
?? throw new InvalidOperationException("Gameplay update returned null.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace the entire Chat draft with <paramref name="value"/>.
|
||||
/// Local-only this phase — values persist on Save but the Hear*Chat
|
||||
/// flags affect client-side display filtering, not server-side
|
||||
/// channel subscriptions.
|
||||
/// </summary>
|
||||
public void SetChat(ChatSettings value)
|
||||
{
|
||||
_chatDraft = value ?? throw new ArgumentNullException(nameof(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply one externally learned Chat change (server truth — CH3,
|
||||
/// 2026-08-09) to both snapshots, matching
|
||||
/// <see cref="ApplyExternalGameplayChange"/>'s shape. Existing unsaved
|
||||
/// edits to unrelated fields remain drafts rather than being accidentally
|
||||
/// promoted to persisted state.
|
||||
/// </summary>
|
||||
public void ApplyExternalChatChange(Func<ChatSettings, ChatSettings> update)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(update);
|
||||
_chatPersisted = update(_chatPersisted)
|
||||
?? throw new InvalidOperationException("Chat update returned null.");
|
||||
_chatDraft = update(_chatDraft)
|
||||
?? throw new InvalidOperationException("Chat update returned null.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace the entire Character draft with <paramref name="value"/>.
|
||||
/// Per-toon — the host knows which toon's bag we're editing because
|
||||
/// it owned the toonKey when constructing the VM.
|
||||
/// </summary>
|
||||
public void SetCharacter(CharacterSettings value)
|
||||
{
|
||||
_characterDraft = value ?? throw new ArgumentNullException(nameof(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace BOTH the persisted snapshot and the live draft for the
|
||||
/// Character bag. Used when the active toon changes (e.g. on
|
||||
/// EnterWorld with a non-default character) — the host loads that
|
||||
/// toon's settings from disk and pushes them into the VM here so
|
||||
/// <see cref="HasUnsavedChanges"/> doesn't flag the swap as a
|
||||
/// pending edit. Differs from <see cref="SetCharacter"/>, which
|
||||
/// updates draft only.
|
||||
/// </summary>
|
||||
public void LoadCharacterContext(CharacterSettings persisted)
|
||||
{
|
||||
_characterPersisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
|
||||
_characterDraft = persisted;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Begin rebinding <paramref name="action"/>. The supplied
|
||||
/// <paramref name="original"/> binding will be removed when the new
|
||||
/// chord is applied. The dispatcher enters modal capture mode; the
|
||||
/// next chord pressed (or Esc) feeds back into
|
||||
/// <see cref="OnChordCaptured"/>.
|
||||
/// </summary>
|
||||
public void BeginRebind(InputAction action, Binding original)
|
||||
{
|
||||
RebindInProgress = action;
|
||||
RebindOriginal = original;
|
||||
_dispatcher.BeginCapture(OnChordCaptured);
|
||||
}
|
||||
|
||||
private void OnChordCaptured(KeyChord chord)
|
||||
{
|
||||
// Sentinel: dispatcher reports default(KeyChord) on Esc cancel.
|
||||
if (chord.Equals(default(KeyChord)))
|
||||
{
|
||||
RebindInProgress = null;
|
||||
RebindOriginal = null;
|
||||
return;
|
||||
}
|
||||
|
||||
// Conflict check: scan the draft for a binding that matches the
|
||||
// captured chord + same activation type, but on a DIFFERENT
|
||||
// action. (Same-action bindings are fine — that's already in
|
||||
// _draft for this action and gets removed when we apply.)
|
||||
var existing = _draft.Find(
|
||||
chord,
|
||||
RebindOriginal!.Value.Activation,
|
||||
RebindOriginal.Value.Scope);
|
||||
if (existing is not null && existing.Value.Action != RebindInProgress!.Value)
|
||||
{
|
||||
PendingConflict = new ConflictPrompt(
|
||||
NewAction: RebindInProgress.Value,
|
||||
NewChord: chord,
|
||||
OriginalBinding: RebindOriginal.Value,
|
||||
ConflictingAction: existing.Value.Action,
|
||||
ConflictingBinding: existing.Value);
|
||||
return;
|
||||
}
|
||||
|
||||
ApplyRebind(chord);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolve a <see cref="PendingConflict"/>: <paramref name="replace"/>=
|
||||
/// true removes the conflicting binding and applies the new chord;
|
||||
/// false cancels the rebind entirely (original binding intact).
|
||||
/// </summary>
|
||||
public void ResolveConflict(bool replace)
|
||||
{
|
||||
if (PendingConflict is null) return;
|
||||
var c = PendingConflict.Value;
|
||||
if (replace)
|
||||
{
|
||||
_draft.Remove(c.ConflictingBinding);
|
||||
ApplyRebind(c.NewChord);
|
||||
}
|
||||
else
|
||||
{
|
||||
RebindInProgress = null;
|
||||
RebindOriginal = null;
|
||||
}
|
||||
PendingConflict = null;
|
||||
}
|
||||
|
||||
private void ApplyRebind(KeyChord chord)
|
||||
{
|
||||
_draft.Remove(RebindOriginal!.Value);
|
||||
_draft.Add(new Binding(
|
||||
chord,
|
||||
RebindInProgress!.Value,
|
||||
RebindOriginal.Value.Activation,
|
||||
RebindOriginal.Value.Scope));
|
||||
RebindInProgress = null;
|
||||
RebindOriginal = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cancel any in-progress rebind / pending conflict and clear the
|
||||
/// dispatcher's capture state. Does NOT revert the draft — for that
|
||||
/// see <see cref="Cancel"/>.
|
||||
/// </summary>
|
||||
public void CancelRebind()
|
||||
{
|
||||
if (_dispatcher.IsCapturing) _dispatcher.CancelCapture();
|
||||
RebindInProgress = null;
|
||||
RebindOriginal = null;
|
||||
PendingConflict = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restore the draft's bindings for <paramref name="action"/> to the
|
||||
/// retail defaults. Other actions' draft bindings are untouched.
|
||||
/// </summary>
|
||||
public void ResetActionToDefault(InputAction action)
|
||||
{
|
||||
var defaults = KeyBindings.RetailDefaults();
|
||||
foreach (var b in _draft.ForAction(action).ToList())
|
||||
_draft.Remove(b);
|
||||
foreach (var b in defaults.ForAction(action))
|
||||
_draft.Add(b);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace the keybinds draft with <see cref="KeyBindings.RetailDefaults"/>
|
||||
/// AND the display draft with <see cref="DisplaySettings.Default"/>.
|
||||
/// "Reset all" applies to every tab — it's the user's escape hatch
|
||||
/// when they've gotten lost.
|
||||
/// </summary>
|
||||
public void ResetAllToDefaults()
|
||||
{
|
||||
_draft = KeyBindings.RetailDefaults();
|
||||
_displayDraft = DisplaySettings.Default;
|
||||
_audioDraft = AudioSettings.Default;
|
||||
_gameplayDraft = GameplaySettings.Default;
|
||||
_chatDraft = ChatSettings.Default;
|
||||
_characterDraft = CharacterSettings.Default;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Commit both keybinds + display drafts via the onSave callbacks
|
||||
/// supplied at construction. After save the drafts become the new
|
||||
/// persisted snapshots — <see cref="HasUnsavedChanges"/> resets to
|
||||
/// false. Each callback is invoked exactly once per Save; if the
|
||||
/// caller wants atomicity across both files it has to handle it
|
||||
/// outside the VM.
|
||||
/// </summary>
|
||||
public void Save()
|
||||
{
|
||||
_onSave(_draft);
|
||||
_onSaveDisplay(_displayDraft);
|
||||
_onSaveAudio(_audioDraft);
|
||||
_onSaveGameplay(_gameplayDraft);
|
||||
_onSaveChat(_chatDraft);
|
||||
_onSaveCharacter(_characterDraft);
|
||||
_persisted = CloneBindings(_draft);
|
||||
_displayPersisted = _displayDraft;
|
||||
_audioPersisted = _audioDraft;
|
||||
_gameplayPersisted = _gameplayDraft;
|
||||
_chatPersisted = _chatDraft;
|
||||
_characterPersisted = _characterDraft;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Revert all drafts to their persisted snapshots and clear any
|
||||
/// in-flight rebind state. Used by the panel's "Cancel" button and
|
||||
/// when the user closes the settings window without saving.
|
||||
/// </summary>
|
||||
public void Cancel()
|
||||
{
|
||||
_draft = CloneBindings(_persisted);
|
||||
_displayDraft = _displayPersisted;
|
||||
_audioDraft = _audioPersisted;
|
||||
_gameplayDraft = _gameplayPersisted;
|
||||
_chatDraft = _chatPersisted;
|
||||
_characterDraft = _characterPersisted;
|
||||
CancelRebind();
|
||||
}
|
||||
|
||||
// ── helpers ───────────────────────────────────────────────────────
|
||||
|
||||
private static KeyBindings CloneBindings(KeyBindings src)
|
||||
{
|
||||
var clone = new KeyBindings();
|
||||
foreach (var b in src.All) clone.Add(b);
|
||||
return clone;
|
||||
}
|
||||
|
||||
private static bool KeyBindingsEqual(KeyBindings a, KeyBindings b)
|
||||
{
|
||||
if (a.All.Count != b.All.Count) return false;
|
||||
for (int i = 0; i < a.All.Count; i++)
|
||||
if (!a.All[i].Equals(b.All[i])) return false;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// K.3 conflict-prompt payload surfaced when the user binds a chord
|
||||
/// already in use. The panel renders the <see cref="NewAction"/> +
|
||||
/// <see cref="ConflictingAction"/> labels in a confirmation prompt;
|
||||
/// <see cref="SettingsVM.ResolveConflict"/> dispatches the user's
|
||||
/// answer.
|
||||
/// </summary>
|
||||
public readonly record struct ConflictPrompt(
|
||||
InputAction NewAction,
|
||||
KeyChord NewChord,
|
||||
Binding OriginalBinding,
|
||||
InputAction ConflictingAction,
|
||||
Binding ConflictingBinding);
|
||||
|
|
@ -11,13 +11,12 @@ public sealed class GameplayInputCommandControllerTests
|
|||
{
|
||||
[Theory]
|
||||
[InlineData(InputAction.ToggleInventoryPanel, "inventory")]
|
||||
[InlineData(InputAction.AcdreamToggleDebugPanel, "debug")]
|
||||
[InlineData(InputAction.AcdreamToggleFlyMode, "fly-or-chase")]
|
||||
[InlineData(InputAction.AcdreamTogglePlayerMode, "player-mode")]
|
||||
[InlineData(InputAction.ToggleChatEntry, "chat")]
|
||||
// Campaign OP slice OP3 (D1): F11 now opens the retail Options panel
|
||||
// through IRetainedGameplayWindowCommands, not the retired
|
||||
// IDevToolsGameplayCommands.ToggleSettingsPanel() no-op.
|
||||
// through IRetainedGameplayWindowCommands, not the OP9-retired
|
||||
// IDevToolsGameplayCommands.ToggleSettingsPanel() no-op (which was
|
||||
// never dispatched from this switch in the first place).
|
||||
[InlineData(InputAction.ToggleOptionsPanel, "options")]
|
||||
[InlineData(InputAction.CombatToggleCombat, "combat")]
|
||||
[InlineData(InputAction.ToggleFloatingChatWindow1, "chat-window-1")]
|
||||
|
|
@ -36,6 +35,26 @@ public sealed class GameplayInputCommandControllerTests
|
|||
Assert.Equal([expected], harness.Calls);
|
||||
}
|
||||
|
||||
// OP9: AcdreamToggleDebugPanel/ToggleChatEntry retired the
|
||||
// IDevToolsGameplayCommands seam they used to forward to — both
|
||||
// targets (the ImGui-era DebugPanel/ChatPanel) were already gone
|
||||
// (Campaign V slice V11), so the seam's own body was an unconditional
|
||||
// no-op. The action is still consumed (handled == true, matching the
|
||||
// prior no-op's contract) but claims no typed-owner call.
|
||||
[Theory]
|
||||
[InlineData(InputAction.AcdreamToggleDebugPanel)]
|
||||
[InlineData(InputAction.ToggleChatEntry)]
|
||||
public void RetiredDevToolsCommand_IsConsumedWithoutClaimingATypedOwner(
|
||||
InputAction action)
|
||||
{
|
||||
var harness = new Harness();
|
||||
|
||||
bool handled = harness.Controller.Handle(action);
|
||||
|
||||
Assert.True(handled);
|
||||
Assert.Empty(harness.Calls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DiagnosticCommand_PrecedesRemainingCommandSwitch()
|
||||
{
|
||||
|
|
@ -89,7 +108,6 @@ public sealed class GameplayInputCommandControllerTests
|
|||
public Harness()
|
||||
{
|
||||
Retained = new FakeRetained(Calls);
|
||||
DevTools = new FakeDevTools(Calls);
|
||||
Diagnostics = new FakeDiagnostics(Calls);
|
||||
Player = new FakePlayerMode(Calls);
|
||||
TargetMode = new FakeTargetMode(Calls);
|
||||
|
|
@ -99,7 +117,6 @@ public sealed class GameplayInputCommandControllerTests
|
|||
Window = new FakeWindow(Calls);
|
||||
Controller = new GameplayInputCommandController(
|
||||
Retained,
|
||||
DevTools,
|
||||
Diagnostics,
|
||||
Player,
|
||||
TargetMode,
|
||||
|
|
@ -111,7 +128,6 @@ public sealed class GameplayInputCommandControllerTests
|
|||
|
||||
public List<string> Calls { get; } = [];
|
||||
public FakeRetained Retained { get; }
|
||||
public FakeDevTools DevTools { get; }
|
||||
public FakeDiagnostics Diagnostics { get; }
|
||||
public FakePlayerMode Player { get; }
|
||||
public FakeTargetMode TargetMode { get; }
|
||||
|
|
@ -133,14 +149,6 @@ public sealed class GameplayInputCommandControllerTests
|
|||
public void ToggleOptionsPanel() => calls.Add("options");
|
||||
}
|
||||
|
||||
private sealed class FakeDevTools(List<string> calls)
|
||||
: IDevToolsGameplayCommands
|
||||
{
|
||||
public void ToggleDebugPanel() => calls.Add("debug");
|
||||
public void FocusChatInput() => calls.Add("chat");
|
||||
public void ToggleSettingsPanel() => calls.Add("settings");
|
||||
}
|
||||
|
||||
private sealed class FakeDiagnostics(List<string> calls)
|
||||
: IRuntimeDiagnosticCommands
|
||||
{
|
||||
|
|
|
|||
|
|
@ -386,7 +386,7 @@ public sealed class GameWindowSlice8BoundaryTests
|
|||
"_factory.CreateBackendNeutralTerrain(");
|
||||
AssertAppearsInOrder(
|
||||
shutdown,
|
||||
"Soft(\"settings view model\", () => ingress.Settings.UnbindViewModel())",
|
||||
"new ResourceShutdownStage(\"physical ingress cleanup\"",
|
||||
"new ResourceShutdownStage(\"frame borrowers\"",
|
||||
"Hard(\"frame-root bindings\", () => frame.FrameBindings?.Dispose())",
|
||||
"Hard(\"retail UI\", () => DisposeRetailUi(live.RetailUi))",
|
||||
|
|
|
|||
|
|
@ -4,10 +4,8 @@ using AcDream.App.Rendering;
|
|||
using AcDream.App.Settings;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.UI.Abstractions;
|
||||
using AcDream.UI.Abstractions.Input;
|
||||
using AcDream.UI.Abstractions.Panels.Settings;
|
||||
using AcDream.UI.Abstractions.Settings;
|
||||
using Silk.NET.Input;
|
||||
|
||||
namespace AcDream.App.Tests.Settings;
|
||||
|
||||
|
|
@ -39,14 +37,12 @@ public sealed class RuntimeSettingsControllerTests
|
|||
|
||||
Assert.Equal(1, storage.DisplayLoads);
|
||||
Assert.Equal(1, storage.AudioLoads);
|
||||
Assert.Equal(1, storage.GameplayLoads);
|
||||
Assert.Equal(1, storage.ChatLoads);
|
||||
Assert.Equal(1, storage.CharacterLoads);
|
||||
Assert.Equal(1, resolveCount);
|
||||
Assert.Equal("default", storage.LastLoadedCharacter);
|
||||
Assert.Same(storage.DisplayValue, controller.Startup.Display);
|
||||
Assert.Same(storage.AudioValue, controller.Startup.Audio);
|
||||
Assert.Same(storage.GameplayValue, controller.Startup.Gameplay);
|
||||
Assert.Same(storage.ChatValue, controller.Startup.Chat);
|
||||
Assert.Same(storage.DefaultCharacterValue, controller.Startup.Character);
|
||||
Assert.Equal(resolved, controller.Startup.Quality);
|
||||
|
|
@ -75,31 +71,6 @@ public sealed class RuntimeSettingsControllerTests
|
|||
controller.BindRuntimeTargets(new FakeRuntimeTargets(events)));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ViewModelBindingReleasesOnlyItsExpectedInstance()
|
||||
{
|
||||
var controller = CreateController();
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
RuntimeSettingsViewModelBinding first = controller.CreateViewModelBinding(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
|
||||
first.Dispose();
|
||||
RuntimeSettingsViewModelBinding second = controller.CreateViewModelBinding(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
first.Dispose();
|
||||
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
controller.CreateViewModelBinding(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { }));
|
||||
second.Dispose();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void StartupRetryResumesAfterLastSuccessfulStage()
|
||||
{
|
||||
|
|
@ -262,63 +233,6 @@ public sealed class RuntimeSettingsControllerTests
|
|||
Assert.False(cmd.Value);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SettingsViewModelSavePreservesSectionAndTargetOrder()
|
||||
{
|
||||
var events = new List<string>();
|
||||
var storage = new FakeStorage(events);
|
||||
var resolved = new QualitySettings(5, 15, 4, 16, true, 6);
|
||||
var controller = new RuntimeSettingsController(
|
||||
storage,
|
||||
_ => resolved,
|
||||
static _ => { });
|
||||
storage.ClearEvents();
|
||||
var targets = new FakeRuntimeTargets(events);
|
||||
controller.BindRuntimeTargets(targets);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
_ => events.Add("save-bindings"));
|
||||
|
||||
viewModel.SetDisplay(viewModel.DisplayDraft with
|
||||
{
|
||||
Resolution = "1920x1080",
|
||||
Quality = QualityPreset.Ultra,
|
||||
});
|
||||
viewModel.SetAudio(viewModel.AudioDraft with { Master = 0.25f });
|
||||
viewModel.SetGameplay(viewModel.GameplayDraft with { LockUI = true });
|
||||
viewModel.SetChat(viewModel.ChatDraft with { ShowTimestamps = true });
|
||||
viewModel.SetCharacter(viewModel.CharacterDraft with { AutoAttack = true });
|
||||
|
||||
viewModel.Save();
|
||||
|
||||
Assert.Equal(
|
||||
[
|
||||
"save-bindings",
|
||||
"save-display",
|
||||
"target-display",
|
||||
"target-quality",
|
||||
"save-audio",
|
||||
// Campaign OP slice OP6 (2026-08-11): SaveAudio now pushes the
|
||||
// saved snapshot into the live engine, same shape as
|
||||
// save-display's own target-display push a few lines up.
|
||||
"target-audio",
|
||||
"save-gameplay",
|
||||
"target-ui-lock:True",
|
||||
"save-chat",
|
||||
"target-chat-opacity:1:1",
|
||||
"save-character:default",
|
||||
],
|
||||
events);
|
||||
Assert.Equal("1920x1080", controller.Display.Resolution);
|
||||
Assert.Equal(0.25f, controller.Audio.Master);
|
||||
Assert.True(controller.Gameplay.LockUI);
|
||||
Assert.True(controller.Chat.ShowTimestamps);
|
||||
Assert.True(controller.Character.AutoAttack);
|
||||
Assert.Equal(resolved, controller.ResolvedQuality);
|
||||
}
|
||||
|
||||
// OP6 rework (2026-08-11, review S5 / M2): pins the EFFECTIVE volume
|
||||
// ApplyAudio actually computes, not just that some target was called.
|
||||
// The FakeRuntimeTargets-based "target-audio" assertion above (and its
|
||||
|
|
@ -369,6 +283,10 @@ public sealed class RuntimeSettingsControllerTests
|
|||
// CH3 (2026-08-09): SaveChat must publish SetSingleCharacterOption
|
||||
// (0x0005) for exactly the Hear*Chat bits that actually changed —
|
||||
// touching one checkbox must not resend the other four.
|
||||
//
|
||||
// OP9 rework: SaveChat was widened to public at Campaign OP slice
|
||||
// OP6, so this test now calls it directly instead of routing
|
||||
// through the retired SettingsVM draft/Save() indirection.
|
||||
var storage = new FakeStorage();
|
||||
var controller = new RuntimeSettingsController(
|
||||
storage,
|
||||
|
|
@ -376,31 +294,24 @@ public sealed class RuntimeSettingsControllerTests
|
|||
static _ => { });
|
||||
var targets = new FakeRuntimeTargets([]);
|
||||
controller.BindRuntimeTargets(targets);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
|
||||
// N4 (CH3 Opus review): ChatSettings.Default now matches ACE's real
|
||||
// CharacterOptions2.Default — Roleplay/Society start FALSE (only
|
||||
// General/Trade/LFG start true). Flip Roleplay ON first so the
|
||||
// second edit below can flip it back off.
|
||||
Assert.False(viewModel.ChatDraft.HearRoleplayChat);
|
||||
viewModel.SetChat(viewModel.ChatDraft with { HearRoleplayChat = true });
|
||||
viewModel.Save();
|
||||
Assert.False(controller.Chat.HearRoleplayChat);
|
||||
controller.SaveChat(controller.Chat with { HearRoleplayChat = true });
|
||||
|
||||
Assert.Equal(
|
||||
[((uint)CharacterOptionId.ListenToRoleplayChat, true)],
|
||||
targets.SingleOptionCalls);
|
||||
|
||||
targets.SingleOptionCalls.Clear();
|
||||
viewModel.SetChat(viewModel.ChatDraft with
|
||||
controller.SaveChat(controller.Chat with
|
||||
{
|
||||
HearRoleplayChat = false,
|
||||
HearSocietyChat = true,
|
||||
});
|
||||
viewModel.Save();
|
||||
|
||||
Assert.Equal(
|
||||
[
|
||||
|
|
@ -416,15 +327,9 @@ public sealed class RuntimeSettingsControllerTests
|
|||
var controller = CreateController();
|
||||
var targets = new FakeRuntimeTargets([]);
|
||||
controller.BindRuntimeTargets(targets);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
|
||||
// Touch a Chat field that is NOT a Hear*Chat membership bit.
|
||||
viewModel.SetChat(viewModel.ChatDraft with { ShowTimestamps = false });
|
||||
viewModel.Save();
|
||||
controller.SaveChat(controller.Chat with { ShowTimestamps = false });
|
||||
|
||||
Assert.Empty(targets.SingleOptionCalls);
|
||||
}
|
||||
|
|
@ -434,23 +339,17 @@ public sealed class RuntimeSettingsControllerTests
|
|||
{
|
||||
// Campaign CH slice CH6c: unlike the Hear* options (local-only, no
|
||||
// wire), opacity is ALWAYS pushed on Save (not diffed) so the linking
|
||||
// invariant self-heals; the point of this test is that clicking Save
|
||||
// is enough — no restart, no separate "apply" step.
|
||||
// invariant self-heals; the point of this test is that calling
|
||||
// SaveChat is enough — no restart, no separate "apply" step.
|
||||
var controller = CreateController();
|
||||
var targets = new FakeRuntimeTargets([]);
|
||||
controller.BindRuntimeTargets(targets);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
|
||||
viewModel.SetChat(viewModel.ChatDraft with
|
||||
controller.SaveChat(controller.Chat with
|
||||
{
|
||||
DefaultOpacity = 0.3f,
|
||||
ActiveOpacity = 0.6f,
|
||||
});
|
||||
viewModel.Save();
|
||||
|
||||
Assert.Equal([(0.3f, 0.6f)], targets.ChatOpacityCalls);
|
||||
Assert.Equal(0.3f, controller.Chat.DefaultOpacity);
|
||||
|
|
@ -486,7 +385,7 @@ public sealed class RuntimeSettingsControllerTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void SyncChatFromServerOptionsReseedsPersistedAndDraft()
|
||||
public void SyncChatFromServerOptionsReseedsPersisted()
|
||||
{
|
||||
// Research doc §5.2: ACE's CharacterOptions2.Default omits
|
||||
// HearRoleplayChat/HearSocietyChat. N4 (CH3 Opus review) aligned
|
||||
|
|
@ -507,13 +406,7 @@ public sealed class RuntimeSettingsControllerTests
|
|||
storage,
|
||||
static preset => QualitySettings.From(preset),
|
||||
static _ => { });
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
Assert.True(controller.Chat.HearRoleplayChat);
|
||||
Assert.True(viewModel.ChatDraft.HearRoleplayChat);
|
||||
|
||||
controller.SyncChatFromServerOptions(0x00948700u); // ACE's real default
|
||||
|
||||
|
|
@ -522,28 +415,9 @@ public sealed class RuntimeSettingsControllerTests
|
|||
Assert.True(controller.Chat.HearLFGChat);
|
||||
Assert.False(controller.Chat.HearRoleplayChat);
|
||||
Assert.False(controller.Chat.HearSocietyChat);
|
||||
Assert.False(viewModel.ChatDraft.HearRoleplayChat);
|
||||
Assert.False(viewModel.ChatDraft.HearSocietyChat);
|
||||
Assert.Same(controller.Chat, storage.ChatValue);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SyncChatFromServerOptionsPreservesUnsavedUnrelatedDraftEdits()
|
||||
{
|
||||
var controller = CreateController();
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
viewModel.SetChat(viewModel.ChatDraft with { FontSize = 18f });
|
||||
|
||||
controller.SyncChatFromServerOptions(0x00948700u);
|
||||
|
||||
Assert.Equal(18f, viewModel.ChatDraft.FontSize);
|
||||
Assert.False(viewModel.ChatDraft.HearRoleplayChat);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SyncChatFromServerOptionsIsANoOpWhenUnchanged()
|
||||
{
|
||||
|
|
@ -569,126 +443,31 @@ public sealed class RuntimeSettingsControllerTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void DraftPreviewAndExternalCommandsShareCanonicalState()
|
||||
public void DraftPreviewAlwaysMirrorsCommittedState()
|
||||
{
|
||||
var events = new List<string>();
|
||||
var storage = new FakeStorage(events);
|
||||
var controller = CreateController(storage, events: events);
|
||||
storage.ClearEvents();
|
||||
var targets = new FakeRuntimeTargets(events);
|
||||
controller.BindRuntimeTargets(targets);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
viewModel.SetDisplay(viewModel.DisplayDraft with
|
||||
{
|
||||
FieldOfView = 91f,
|
||||
ParticleRange = ParticleRange.Retail,
|
||||
});
|
||||
viewModel.SetAudio(viewModel.AudioDraft with { Sfx = 0.33f });
|
||||
viewModel.SetGameplay(viewModel.GameplayDraft with { ShowTooltips = false });
|
||||
// OP9: the optional developer-tools draft-preview view model
|
||||
// (SettingsVM) was retired — it had zero production construction
|
||||
// sites. HasDraftPreview is now hardcoded false and
|
||||
// DisplayPreview/AudioPreview always mirror the committed
|
||||
// Display/Audio snapshot. This pins the NEW (trivial) contract that
|
||||
// WorldRenderFrameBuilder and SettingsParticleRangeSource still
|
||||
// consume through IRuntimeSettingsPreviewSource.
|
||||
var controller = CreateController();
|
||||
|
||||
Assert.True(controller.HasDraftPreview);
|
||||
Assert.False(controller.HasDraftPreview);
|
||||
Assert.Equal(controller.Display, controller.DisplayPreview);
|
||||
Assert.Equal(controller.Audio, controller.AudioPreview);
|
||||
|
||||
controller.SaveDisplay(controller.Display with { FieldOfView = 91f });
|
||||
controller.SaveAudio(controller.Audio with { Sfx = 0.33f });
|
||||
|
||||
Assert.False(controller.HasDraftPreview);
|
||||
Assert.Equal(91f, controller.DisplayPreview.FieldOfView);
|
||||
Assert.Equal(ParticleRange.Retail, controller.DisplayPreview.ParticleRange);
|
||||
Assert.Equal(0.33f, controller.AudioPreview.Sfx);
|
||||
|
||||
controller.ToggleFrameRate();
|
||||
controller.SetUiLocked(true);
|
||||
controller.SetAcceptLootPermits(true);
|
||||
|
||||
Assert.True(controller.Display.ShowFps);
|
||||
Assert.True(controller.DisplayPreview.ShowFps);
|
||||
Assert.Equal(91f, controller.DisplayPreview.FieldOfView);
|
||||
Assert.True(controller.Gameplay.LockUI);
|
||||
Assert.True(controller.Gameplay.AcceptLootPermits);
|
||||
Assert.False(viewModel.GameplayDraft.ShowTooltips);
|
||||
Assert.True(viewModel.GameplayDraft.LockUI);
|
||||
Assert.True(viewModel.GameplayDraft.AcceptLootPermits);
|
||||
Assert.Contains("target-ui-lock:True", events);
|
||||
Assert.Equal(2, storage.GameplaySaves);
|
||||
Assert.Equal(1, storage.DisplaySaves);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DraftCancelRestoresPreviewAndCombatTogglePreservesUnrelatedDrafts()
|
||||
{
|
||||
var storage = new FakeStorage();
|
||||
var controller = CreateController(storage);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
viewModel.SetDisplay(viewModel.DisplayDraft with { FieldOfView = 99f });
|
||||
viewModel.SetGameplay(viewModel.GameplayDraft with
|
||||
{
|
||||
ShowTooltips = false,
|
||||
CoordinatesOnRadar = false,
|
||||
});
|
||||
|
||||
controller.SetUiLocked(true);
|
||||
controller.SetAcceptLootPermits(true);
|
||||
|
||||
Assert.False(viewModel.GameplayDraft.ShowTooltips);
|
||||
Assert.False(viewModel.GameplayDraft.CoordinatesOnRadar);
|
||||
Assert.True(viewModel.GameplayDraft.LockUI);
|
||||
Assert.True(viewModel.GameplayDraft.AcceptLootPermits);
|
||||
Assert.Equal(99f, controller.DisplayPreview.FieldOfView);
|
||||
|
||||
viewModel.Cancel();
|
||||
|
||||
Assert.Equal(controller.Display.FieldOfView, controller.DisplayPreview.FieldOfView);
|
||||
Assert.Equal(controller.Gameplay.ShowTooltips, viewModel.GameplayDraft.ShowTooltips);
|
||||
Assert.Equal(
|
||||
controller.Gameplay.CoordinatesOnRadar,
|
||||
viewModel.GameplayDraft.CoordinatesOnRadar);
|
||||
Assert.True(viewModel.GameplayDraft.LockUI);
|
||||
Assert.True(viewModel.GameplayDraft.AcceptLootPermits);
|
||||
|
||||
viewModel.SetGameplay(viewModel.GameplayDraft with { ShowHelm = false });
|
||||
viewModel.Save();
|
||||
|
||||
Assert.True(storage.GameplayValue.LockUI);
|
||||
Assert.True(storage.GameplayValue.AcceptLootPermits);
|
||||
Assert.False(storage.GameplayValue.ShowHelm);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FailedExternalGameplayPersistenceDoesNotPromoteViewModelBaseline()
|
||||
{
|
||||
var storage = new FakeStorage { ThrowOnGameplaySave = true };
|
||||
var logs = new List<string>();
|
||||
var controller = new RuntimeSettingsController(
|
||||
storage,
|
||||
static preset => QualitySettings.From(preset),
|
||||
logs.Add);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
|
||||
controller.SetUiLocked(true);
|
||||
Assert.Throws<IOException>(() => controller.SetAcceptLootPermits(true));
|
||||
|
||||
Assert.True(viewModel.GameplayDraft.LockUI);
|
||||
Assert.True(viewModel.GameplayDraft.AcceptLootPermits);
|
||||
|
||||
viewModel.Cancel();
|
||||
|
||||
Assert.Equal(GameplaySettings.Default.LockUI, viewModel.GameplayDraft.LockUI);
|
||||
Assert.Equal(
|
||||
GameplaySettings.Default.AcceptLootPermits,
|
||||
viewModel.GameplayDraft.AcceptLootPermits);
|
||||
Assert.Contains(logs, line =>
|
||||
line.Contains("radar lock save failed", StringComparison.Ordinal));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CharacterContextLoadsWithoutViewModelAndSynchronizesWhenBound()
|
||||
public void CharacterContextSwitchesActiveToonAndReloadsSettings()
|
||||
{
|
||||
var storage = new FakeStorage();
|
||||
storage.Characters["Alice"] = CharacterSettings.Default with
|
||||
|
|
@ -707,76 +486,23 @@ public sealed class RuntimeSettingsControllerTests
|
|||
Assert.Equal("Alice", controller.ActiveToonKey);
|
||||
Assert.Equal("Trade", controller.Character.DefaultChatChannel);
|
||||
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
controller.LoadCharacterContext("Bob");
|
||||
|
||||
Assert.Equal("Bob", controller.ActiveToonKey);
|
||||
Assert.False(viewModel.CharacterDraft.ConfirmSalvage);
|
||||
Assert.False(controller.Character.ConfirmSalvage);
|
||||
|
||||
controller.RestoreDefaultCharacterContext();
|
||||
controller.ResetActiveCharacterKey();
|
||||
|
||||
Assert.Equal("default", controller.ActiveToonKey);
|
||||
Assert.Same(storage.DefaultCharacterValue, controller.Character);
|
||||
Assert.Same(storage.DefaultCharacterValue, viewModel.CharacterDraft);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CharacterSaveUsesActiveToonAndDefaultSaveBecomesResetContext()
|
||||
{
|
||||
var storage = new FakeStorage();
|
||||
var controller = CreateController(storage);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
var newDefault = CharacterSettings.Default with { AutoAttack = true };
|
||||
viewModel.SetCharacter(newDefault);
|
||||
viewModel.Save();
|
||||
|
||||
controller.LoadCharacterContext("Alice");
|
||||
var alice = CharacterSettings.Default with { DefaultChatChannel = "Trade" };
|
||||
viewModel.SetCharacter(alice);
|
||||
viewModel.Save();
|
||||
|
||||
Assert.Same(newDefault, storage.Characters["default"]);
|
||||
Assert.Same(alice, storage.Characters["Alice"]);
|
||||
controller.RestoreDefaultCharacterContext();
|
||||
Assert.Same(newDefault, controller.Character);
|
||||
Assert.Same(newDefault, viewModel.CharacterDraft);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ViewModelAndRuntimeTargetLoansCanBeWithdrawnAndReboundPrecisely()
|
||||
public void RuntimeTargetLoansCanBeWithdrawnAndReboundPrecisely()
|
||||
{
|
||||
var events = new List<string>();
|
||||
var controller = CreateController(events: events);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
SettingsVM foreign = CreateStandaloneViewModel(dispatcher);
|
||||
|
||||
controller.UnbindViewModel(foreign);
|
||||
Assert.True(controller.HasDraftPreview);
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { }));
|
||||
|
||||
controller.UnbindViewModel(viewModel);
|
||||
Assert.False(controller.HasDraftPreview);
|
||||
controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
|
||||
var first = new FakeRuntimeTargets(events);
|
||||
controller.BindRuntimeTargets(first);
|
||||
|
|
@ -822,20 +548,14 @@ public sealed class RuntimeSettingsControllerTests
|
|||
logs.Add);
|
||||
storage.ClearEvents();
|
||||
controller.BindRuntimeTargets(new FakeRuntimeTargets(events));
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
DisplaySettings original = controller.Display;
|
||||
viewModel.SetDisplay(viewModel.DisplayDraft with
|
||||
|
||||
controller.SaveDisplay(controller.Display with
|
||||
{
|
||||
Resolution = "2560x1440",
|
||||
Quality = QualityPreset.Ultra,
|
||||
});
|
||||
|
||||
viewModel.Save();
|
||||
|
||||
Assert.Same(original, controller.Display);
|
||||
Assert.DoesNotContain("target-display", events);
|
||||
Assert.DoesNotContain("target-quality", events);
|
||||
|
|
@ -857,20 +577,14 @@ public sealed class RuntimeSettingsControllerTests
|
|||
{
|
||||
ThrowOnDisplay = true,
|
||||
});
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
DisplaySettings original = controller.Display;
|
||||
viewModel.SetDisplay(viewModel.DisplayDraft with
|
||||
|
||||
controller.SaveDisplay(controller.Display with
|
||||
{
|
||||
Resolution = "3840x2160",
|
||||
Quality = QualityPreset.Ultra,
|
||||
});
|
||||
|
||||
viewModel.Save();
|
||||
|
||||
Assert.Equal(1, storage.DisplaySaves);
|
||||
Assert.Same(original, controller.Display);
|
||||
Assert.DoesNotContain("target-quality", events);
|
||||
|
|
@ -883,9 +597,7 @@ public sealed class RuntimeSettingsControllerTests
|
|||
var storage = new FakeStorage
|
||||
{
|
||||
ThrowOnAudioSave = true,
|
||||
ThrowOnGameplaySave = true,
|
||||
ThrowOnChatSave = true,
|
||||
ThrowOnCharacterSave = true,
|
||||
};
|
||||
var logs = new List<string>();
|
||||
var controller = new RuntimeSettingsController(
|
||||
|
|
@ -893,29 +605,15 @@ public sealed class RuntimeSettingsControllerTests
|
|||
static preset => QualitySettings.From(preset),
|
||||
logs.Add);
|
||||
AudioSettings originalAudio = controller.Audio;
|
||||
GameplaySettings originalGameplay = controller.Gameplay;
|
||||
ChatSettings originalChat = controller.Chat;
|
||||
CharacterSettings originalCharacter = controller.Character;
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
viewModel.SetAudio(viewModel.AudioDraft with { Master = 0.1f });
|
||||
viewModel.SetGameplay(viewModel.GameplayDraft with { LockUI = true });
|
||||
viewModel.SetChat(viewModel.ChatDraft with { ShowTimestamps = true });
|
||||
viewModel.SetCharacter(viewModel.CharacterDraft with { AutoAttack = true });
|
||||
|
||||
viewModel.Save();
|
||||
controller.SaveAudio(controller.Audio with { Master = 0.1f });
|
||||
controller.SaveChat(controller.Chat with { ShowTimestamps = true });
|
||||
|
||||
Assert.Same(originalAudio, controller.Audio);
|
||||
Assert.Same(originalGameplay, controller.Gameplay);
|
||||
Assert.Same(originalChat, controller.Chat);
|
||||
Assert.Same(originalCharacter, controller.Character);
|
||||
Assert.Contains(logs, line => line.Contains("audio save failed", StringComparison.Ordinal));
|
||||
Assert.Contains(logs, line => line.Contains("gameplay save failed", StringComparison.Ordinal));
|
||||
Assert.Contains(logs, line => line.Contains("chat save failed", StringComparison.Ordinal));
|
||||
Assert.Contains(logs, line => line.Contains("character save failed", StringComparison.Ordinal));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -956,135 +654,74 @@ public sealed class RuntimeSettingsControllerTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void SetUiLocked_AppliesEvenWhenGameplayLockUIAlreadyMatches_IfNeverActuallyApplied()
|
||||
public void SetUiLocked_AppliesOnFirstCallThenNoOpsOnRepeatedSameValue()
|
||||
{
|
||||
// MUST-FIX 4 (OP4 review-fix round, 2026-08-11, blast M3): the
|
||||
// guard used to compare the requested value against
|
||||
// `Gameplay.LockUI` — valid only while `ToggleUiLock` derived
|
||||
// `locked` AS `!Gameplay.LockUI`. OP4 re-pointed `ToggleUiLock` to
|
||||
// read the SERVER bit (RuntimeCharacterOptionsState) instead, a
|
||||
// DIFFERENT store that can already equal a value this controller
|
||||
// never actually pushed to `_runtimeTargets`. A pre-existing save
|
||||
// seeds Gameplay.LockUI = true; the runtime target has never seen
|
||||
// `true` — the FIRST SetUiLocked(true) call must still apply.
|
||||
// OP9: SetUiLocked no longer reads or writes a persisted
|
||||
// GameplaySettings mirror (MUST-FIX 4, OP4 review-fix round,
|
||||
// 2026-08-11, blast M3, superseded) — RuntimeCharacterOptionsState
|
||||
// (the server bit) is the sole authority now, so there is no longer
|
||||
// a second store that could disagree with what was actually
|
||||
// applied. The guard's own idempotency (compare against the last
|
||||
// value ACTUALLY pushed to _runtimeTargets) is the only behavior
|
||||
// left to pin here.
|
||||
var events = new List<string>();
|
||||
var storage = new FakeStorage(events)
|
||||
{
|
||||
GameplayValue = GameplaySettings.Default with { LockUI = true },
|
||||
};
|
||||
var controller = new RuntimeSettingsController(
|
||||
storage,
|
||||
static preset => QualitySettings.From(preset),
|
||||
static _ => { });
|
||||
Assert.True(controller.Gameplay.LockUI); // already true, but never applied
|
||||
var controller = CreateController(events: events);
|
||||
var targets = new FakeRuntimeTargets(events);
|
||||
controller.BindRuntimeTargets(targets);
|
||||
|
||||
controller.SetUiLocked(true);
|
||||
|
||||
Assert.Equal(1, targets.UiLockCalls);
|
||||
|
||||
// A second call with the SAME value now correctly no-ops — this
|
||||
// time it really was applied.
|
||||
controller.SetUiLocked(true);
|
||||
|
||||
Assert.Equal(1, targets.UiLockCalls);
|
||||
|
||||
controller.SetUiLocked(false);
|
||||
Assert.Equal(2, targets.UiLockCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UiLockTargetFailureCanRetryTheSameRequestedValue()
|
||||
{
|
||||
var events = new List<string>();
|
||||
var storage = new FakeStorage(events);
|
||||
var controller = CreateController(storage, events);
|
||||
storage.ClearEvents();
|
||||
var controller = CreateController(events: events);
|
||||
var targets = new FakeRuntimeTargets(events)
|
||||
{
|
||||
RemainingUiLockFailures = 1,
|
||||
};
|
||||
controller.BindRuntimeTargets(targets);
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
|
||||
Assert.Throws<InvalidOperationException>(() => controller.SetUiLocked(true));
|
||||
|
||||
Assert.True(controller.Gameplay.LockUI);
|
||||
Assert.Equal(GameplaySettings.Default.LockUI, viewModel.GameplayDraft.LockUI);
|
||||
Assert.Equal(0, storage.GameplaySaves);
|
||||
Assert.Equal(["target-ui-lock:True"], events);
|
||||
|
||||
// A retry with the SAME requested value must re-apply — the guard
|
||||
// only advances _lastAppliedUiLocked on SUCCESS (the field write in
|
||||
// SetUiLocked runs after the ApplyUiLock call, which threw above).
|
||||
events.Clear();
|
||||
controller.SetUiLocked(true);
|
||||
|
||||
Assert.True(controller.Gameplay.LockUI);
|
||||
Assert.True(viewModel.GameplayDraft.LockUI);
|
||||
viewModel.Cancel();
|
||||
Assert.True(viewModel.GameplayDraft.LockUI);
|
||||
Assert.Equal(1, storage.GameplaySaves);
|
||||
Assert.Equal(["target-ui-lock:True", "save-gameplay"], events);
|
||||
Assert.Equal(["target-ui-lock:True"], events);
|
||||
Assert.Equal(2, targets.UiLockCalls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UiLockPersistenceFailureCanRetryTheSameRequestedValue()
|
||||
public void UnboundRuntimeTargetsConsumeUiLockCallsSilently()
|
||||
{
|
||||
// OP9: SetUiLocked no longer persists anything of its own, so the
|
||||
// only observable effect of an unbound call is the ABSENCE of any
|
||||
// "target-" event — there is no longer a Gameplay-side write to
|
||||
// assert against.
|
||||
var events = new List<string>();
|
||||
var storage = new FakeStorage(events)
|
||||
{
|
||||
RemainingGameplaySaveFailures = 1,
|
||||
};
|
||||
var logs = new List<string>();
|
||||
var controller = new RuntimeSettingsController(
|
||||
storage,
|
||||
static preset => QualitySettings.From(preset),
|
||||
logs.Add);
|
||||
storage.ClearEvents();
|
||||
controller.BindRuntimeTargets(new FakeRuntimeTargets(events));
|
||||
using InputDispatcher dispatcher = CreateDispatcher();
|
||||
SettingsVM viewModel = controller.CreateViewModel(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { });
|
||||
|
||||
controller.SetUiLocked(true);
|
||||
|
||||
Assert.True(controller.Gameplay.LockUI);
|
||||
Assert.True(viewModel.GameplayDraft.LockUI);
|
||||
Assert.Equal(1, storage.GameplaySaves);
|
||||
Assert.Contains(logs, line =>
|
||||
line.Contains("radar lock save failed", StringComparison.Ordinal));
|
||||
|
||||
events.Clear();
|
||||
controller.SetUiLocked(true);
|
||||
|
||||
Assert.True(controller.Gameplay.LockUI);
|
||||
viewModel.Cancel();
|
||||
Assert.True(viewModel.GameplayDraft.LockUI);
|
||||
Assert.Equal(2, storage.GameplaySaves);
|
||||
Assert.Equal(["target-ui-lock:True", "save-gameplay"], events);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UnbindingLoansStopsCallsButStateAndPersistenceContinue()
|
||||
{
|
||||
var events = new List<string>();
|
||||
var storage = new FakeStorage(events);
|
||||
var controller = CreateController(storage, events: events);
|
||||
storage.ClearEvents();
|
||||
var controller = CreateController(events: events);
|
||||
controller.BindRuntimeTargets(new FakeRuntimeTargets(events));
|
||||
controller.UnbindRuntimeTargets();
|
||||
|
||||
controller.SetUiLocked(true);
|
||||
controller.ReapplyQualityPreset(QualityPreset.Ultra);
|
||||
|
||||
Assert.True(controller.Gameplay.LockUI);
|
||||
Assert.Equal(
|
||||
QualitySettings.From(QualityPreset.Ultra),
|
||||
controller.ResolvedQuality);
|
||||
Assert.DoesNotContain(events, value => value.StartsWith("target-", StringComparison.Ordinal));
|
||||
Assert.Equal(1, storage.GameplaySaves);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
|
|
@ -1121,32 +758,6 @@ public sealed class RuntimeSettingsControllerTests
|
|||
static _ => { });
|
||||
}
|
||||
|
||||
private static InputDispatcher CreateDispatcher()
|
||||
{
|
||||
InputDispatcher dispatcher = InputDispatcher.CreateDetached(
|
||||
new NullKeyboardSource(),
|
||||
new NullMouseSource(),
|
||||
new KeyBindings());
|
||||
dispatcher.Attach();
|
||||
return dispatcher;
|
||||
}
|
||||
|
||||
private static SettingsVM CreateStandaloneViewModel(InputDispatcher dispatcher) =>
|
||||
new(
|
||||
new KeyBindings(),
|
||||
dispatcher,
|
||||
static _ => { },
|
||||
DisplaySettings.Default,
|
||||
static _ => { },
|
||||
AudioSettings.Default,
|
||||
static _ => { },
|
||||
GameplaySettings.Default,
|
||||
static _ => { },
|
||||
ChatSettings.Default,
|
||||
static _ => { },
|
||||
CharacterSettings.Default,
|
||||
static _ => { });
|
||||
|
||||
private sealed class FakeStartupTarget(List<string> events)
|
||||
: IRuntimeSettingsStartupTarget
|
||||
{
|
||||
|
|
@ -1356,8 +967,6 @@ public sealed class RuntimeSettingsControllerTests
|
|||
|
||||
public AudioSettings AudioValue { get; set; } = AudioSettings.Default;
|
||||
|
||||
public GameplaySettings GameplayValue { get; set; } = GameplaySettings.Default;
|
||||
|
||||
public ChatSettings ChatValue { get; set; } = ChatSettings.Default;
|
||||
|
||||
public CharacterSettings DefaultCharacterValue { get; set; } =
|
||||
|
|
@ -1377,16 +986,12 @@ public sealed class RuntimeSettingsControllerTests
|
|||
|
||||
public int AudioLoads { get; private set; }
|
||||
|
||||
public int GameplayLoads { get; private set; }
|
||||
|
||||
public int ChatLoads { get; private set; }
|
||||
|
||||
public int CharacterLoads { get; private set; }
|
||||
|
||||
public int DisplaySaves { get; private set; }
|
||||
|
||||
public int GameplaySaves { get; private set; }
|
||||
|
||||
public int ChatSaves { get; private set; }
|
||||
|
||||
public string? LastLoadedCharacter { get; private set; }
|
||||
|
|
@ -1395,10 +1000,6 @@ public sealed class RuntimeSettingsControllerTests
|
|||
|
||||
public bool ThrowOnAudioSave { get; init; }
|
||||
|
||||
public bool ThrowOnGameplaySave { get; init; }
|
||||
|
||||
public int RemainingGameplaySaveFailures { get; set; }
|
||||
|
||||
public bool ThrowOnChatSave { get; init; }
|
||||
|
||||
public bool ThrowOnCharacterSave { get; init; }
|
||||
|
|
@ -1415,12 +1016,6 @@ public sealed class RuntimeSettingsControllerTests
|
|||
return AudioValue;
|
||||
}
|
||||
|
||||
public GameplaySettings LoadGameplay()
|
||||
{
|
||||
GameplayLoads++;
|
||||
return GameplayValue;
|
||||
}
|
||||
|
||||
public ChatSettings LoadChat()
|
||||
{
|
||||
ChatLoads++;
|
||||
|
|
@ -1453,20 +1048,6 @@ public sealed class RuntimeSettingsControllerTests
|
|||
AudioValue = audio;
|
||||
}
|
||||
|
||||
public void SaveGameplay(GameplaySettings gameplay)
|
||||
{
|
||||
GameplaySaves++;
|
||||
_events.Add("save-gameplay");
|
||||
if (RemainingGameplaySaveFailures > 0)
|
||||
{
|
||||
RemainingGameplaySaveFailures--;
|
||||
throw new IOException("gameplay persistence failed");
|
||||
}
|
||||
if (ThrowOnGameplaySave)
|
||||
throw new IOException("gameplay persistence failed");
|
||||
GameplayValue = gameplay;
|
||||
}
|
||||
|
||||
public void SaveChat(ChatSettings chat)
|
||||
{
|
||||
ChatSaves++;
|
||||
|
|
@ -1532,27 +1113,4 @@ public sealed class RuntimeSettingsControllerTests
|
|||
return _refreshRate is > 0;
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class NullKeyboardSource : IKeyboardSource
|
||||
{
|
||||
#pragma warning disable CS0067
|
||||
public event Action<Key, ModifierMask>? KeyDown;
|
||||
public event Action<Key, ModifierMask>? KeyUp;
|
||||
#pragma warning restore CS0067
|
||||
public bool IsHeld(Key key) => false;
|
||||
public ModifierMask CurrentModifiers => ModifierMask.None;
|
||||
}
|
||||
|
||||
private sealed class NullMouseSource : IMouseSource
|
||||
{
|
||||
#pragma warning disable CS0067
|
||||
public event Action<MouseButton, ModifierMask>? MouseDown;
|
||||
public event Action<MouseButton, ModifierMask>? MouseUp;
|
||||
public event Action<float, float>? MouseMove;
|
||||
public event Action<float>? Scroll;
|
||||
#pragma warning restore CS0067
|
||||
public bool IsHeld(MouseButton button) => false;
|
||||
public bool WantCaptureMouse => false;
|
||||
public bool WantCaptureKeyboard => false;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,7 +6,9 @@ namespace AcDream.UI.Abstractions.Tests.Input;
|
|||
|
||||
/// <summary>
|
||||
/// K.3: <see cref="InputDispatcher.BeginCapture"/> is the modal-rebind
|
||||
/// hook used by <c>SettingsPanel</c>. While capture is active, the next
|
||||
/// hook used by Campaign OP slice OP8's <c>KeyboardConfigController</c>
|
||||
/// (the OP9-retired ImGui-era <c>SettingsPanel</c> used it before that).
|
||||
/// While capture is active, the next
|
||||
/// non-modifier chord is reported via the supplied callback and the
|
||||
/// dispatcher does NOT fire normal action events for that chord. Esc
|
||||
/// cancels capture (callback receives a sentinel <c>default</c> chord).
|
||||
|
|
|
|||
|
|
@ -1,52 +0,0 @@
|
|||
using AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// L.0: <see cref="GameplaySettings"/> default-pin tests + value-equality
|
||||
/// guarantees. Defaults are intentionally NOT bit-exact to retail's
|
||||
/// <c>0x50C4A54A</c> mask — see GameplaySettings remarks for rationale.
|
||||
/// </summary>
|
||||
public sealed class GameplaySettingsTests
|
||||
{
|
||||
[Fact]
|
||||
public void Default_values_are_typical_user_friendly()
|
||||
{
|
||||
// These defaults are reviewed in the L.0 brainstorm — typical-user
|
||||
// starting point, not retail-bitmask. A change to any of these
|
||||
// should be a deliberate decision, not a drive-by.
|
||||
var d = GameplaySettings.Default;
|
||||
Assert.True(d.ToggleRun);
|
||||
Assert.False(d.AdvancedCombatUI);
|
||||
Assert.True(d.ShowTooltips);
|
||||
Assert.True(d.VividTargetingIndicator); // retail default mask includes 0x00008000
|
||||
Assert.False(d.SideBySideVitals);
|
||||
Assert.True(d.CoordinatesOnRadar); // retail default mask includes 0x00400000
|
||||
Assert.True(d.SpellDuration);
|
||||
Assert.True(d.AllowGive);
|
||||
Assert.True(d.ShowHelm);
|
||||
Assert.True(d.ShowCloak);
|
||||
Assert.False(d.LockUI);
|
||||
Assert.False(d.UseMouseTurning);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Equality_is_value_based()
|
||||
{
|
||||
var a = GameplaySettings.Default;
|
||||
var b = GameplaySettings.Default with { ToggleRun = false };
|
||||
var c = GameplaySettings.Default with { ToggleRun = false };
|
||||
Assert.NotEqual(a, b);
|
||||
Assert.Equal(b, c);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void With_expression_clones_one_field()
|
||||
{
|
||||
var d = GameplaySettings.Default with { LockUI = true };
|
||||
Assert.True(d.LockUI);
|
||||
// Other fields untouched.
|
||||
Assert.Equal(GameplaySettings.Default.ToggleRun, d.ToggleRun);
|
||||
Assert.Equal(GameplaySettings.Default.ShowHelm, d.ShowHelm);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,569 +0,0 @@
|
|||
using System.Linq;
|
||||
using AcDream.UI.Abstractions.Input;
|
||||
using AcDream.UI.Abstractions.Panels.Settings;
|
||||
using AcDream.UI.Abstractions.Tests.Input;
|
||||
using Silk.NET.Input;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// K.3: <see cref="SettingsPanel"/> renders the rebind UI on top of
|
||||
/// <see cref="SettingsVM"/>. These tests use <see cref="FakePanelRenderer"/>
|
||||
/// to assert the panel emits the expected widget calls — top action
|
||||
/// buttons, section headers, conflict prompt when one is pending, and
|
||||
/// the "Rebind" button forwarding to the VM.
|
||||
/// </summary>
|
||||
public sealed class SettingsPanelTests
|
||||
{
|
||||
private sealed class NullBus : ICommandBus
|
||||
{
|
||||
public void Publish<T>(T command) where T : notnull { }
|
||||
}
|
||||
|
||||
private static (SettingsPanel panel, SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher)
|
||||
Build()
|
||||
{
|
||||
var kb = new FakeKeyboardSource();
|
||||
var mouse = new FakeMouseSource();
|
||||
var persisted = new KeyBindings();
|
||||
persisted.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
|
||||
persisted.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
|
||||
var dispatcher = InputDispatcher.CreateDetached(kb, mouse, persisted);
|
||||
dispatcher.Attach();
|
||||
var vm = new SettingsVM(
|
||||
persisted, dispatcher, _ => { },
|
||||
DisplaySettings.Default, _ => { },
|
||||
AudioSettings.Default, _ => { },
|
||||
GameplaySettings.Default, _ => { },
|
||||
ChatSettings.Default, _ => { },
|
||||
CharacterSettings.Default, _ => { });
|
||||
var panel = new SettingsPanel(vm);
|
||||
return (panel, vm, kb, dispatcher);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Render_emits_Save_Cancel_ResetAll_buttons_at_top()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer();
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var buttonLabels = r.Calls.Where(c => c.Method == "Button")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains(buttonLabels, l => l == "Save changes");
|
||||
Assert.Contains(buttonLabels, l => l == "Cancel changes");
|
||||
Assert.Contains(buttonLabels, l => l == "Reset all to retail defaults");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Render_emits_section_headers_for_each_category()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = false };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains("Movement", headers);
|
||||
Assert.Contains("Postures", headers);
|
||||
Assert.Contains("Camera", headers);
|
||||
Assert.Contains("Combat", headers);
|
||||
Assert.Contains("UI panels", headers);
|
||||
Assert.Contains("Chat", headers);
|
||||
Assert.Contains("Hotbar", headers);
|
||||
Assert.Contains("Emotes", headers);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Render_shows_unbound_for_actions_with_no_draft_bindings()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
// The minimal Build() table doesn't bind MovementBackup → expect "(unbound)"
|
||||
// text somewhere in the call stream.
|
||||
var texts = r.Calls.Where(c => c.Method == "Text")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains(texts, t => t.Contains("(unbound)"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Clicking_Rebind_button_calls_BeginRebind_on_VM()
|
||||
{
|
||||
var (panel, vm, _, dispatcher) = Build();
|
||||
// First render — capture the rebind-button labels generated for
|
||||
// bound actions. The panel uses "Rebind##{action}" so each action
|
||||
// has a unique imgui ID.
|
||||
var r1 = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r1);
|
||||
var rebindLabels = r1.Calls.Where(c => c.Method == "Button"
|
||||
&& ((string)c.Args[0]!).StartsWith("Rebind##"))
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.NotEmpty(rebindLabels);
|
||||
|
||||
// Second render — simulate clicking the first Rebind button by
|
||||
// making the renderer return true for every Button call. Since
|
||||
// we click the first Rebind button it will invoke BeginRebind on
|
||||
// some bound action.
|
||||
var r2 = new FakePanelRenderer { CollapsingHeaderNextReturn = true, ButtonNextReturn = true };
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r2);
|
||||
|
||||
// Either RebindInProgress is set (some action) OR HasUnsavedChanges
|
||||
// changed (Save/Cancel/Reset clicked instead). Since ButtonNextReturn
|
||||
// returns true for ALL buttons, multiple actions fire on this single
|
||||
// render — the more relevant assertion is that the dispatcher entered
|
||||
// capture mode at SOME point during the render. (ButtonNextReturn is
|
||||
// a single shared return value across all buttons so multiple may
|
||||
// have "clicked"; the panel's logic must still route through the VM.)
|
||||
Assert.True(dispatcher.IsCapturing || vm.PendingConflict is not null
|
||||
|| vm.RebindInProgress is not null
|
||||
|| true /* Save/Cancel/Reset may have intervened first; this test
|
||||
only proves the renderer-button path doesn't NRE */);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Render_with_PendingConflict_displays_conflict_prompt_buttons()
|
||||
{
|
||||
var (panel, vm, kb, _) = Build();
|
||||
// Force a conflict by binding MovementForward → A (already
|
||||
// MovementTurnLeft).
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.A, ModifierMask.None);
|
||||
Assert.NotNull(vm.PendingConflict);
|
||||
|
||||
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var buttonLabels = r.Calls.Where(c => c.Method == "Button")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains(buttonLabels, l => l == "Yes — Reassign");
|
||||
Assert.Contains(buttonLabels, l => l == "No — Keep existing");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Hidden_panel_short_circuits_when_Begin_returns_false()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { BeginReturns = false };
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
// Begin + End balanced even when Begin returned false.
|
||||
Assert.Contains(r.Calls, c => c.Method == "Begin");
|
||||
Assert.Contains(r.Calls, c => c.Method == "End");
|
||||
// Section headers should NOT have been emitted.
|
||||
Assert.DoesNotContain(r.Calls, c => c.Method == "CollapsingHeader");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IsVisible_defaults_false()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
Assert.False(panel.IsVisible);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Id_is_acdream_settings()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
Assert.Equal("acdream.settings", panel.Id);
|
||||
}
|
||||
|
||||
// -- Tabbed shell -----------------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Render_opens_tab_bar_with_six_tab_items()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer();
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
// BeginTabBar exactly once, EndTabBar exactly once.
|
||||
Assert.Single(r.Calls, c => c.Method == "BeginTabBar");
|
||||
Assert.Single(r.Calls, c => c.Method == "EndTabBar");
|
||||
|
||||
// The six tab labels approved in the design brainstorm.
|
||||
var tabLabels = r.Calls.Where(c => c.Method == "BeginTabItem")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Equal(
|
||||
new[] { "Keybinds", "Display", "Audio", "Gameplay", "Chat", "Character" },
|
||||
tabLabels);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Keybinds_tab_renders_section_headers_when_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
// Default ActiveTabLabel = null → FakePanelRenderer treats the
|
||||
// first tab item ("Keybinds") as active.
|
||||
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = false };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains("Movement", headers);
|
||||
Assert.Contains("Hotbar", headers);
|
||||
Assert.Contains("Emotes", headers);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Inactive_tabs_do_not_render_keybind_section_headers()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
// Force "Display" to be the active tab — the Keybinds content
|
||||
// must NOT render.
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain("Movement", headers);
|
||||
Assert.DoesNotContain("Hotbar", headers);
|
||||
}
|
||||
|
||||
// -- Character tab content -------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Character_tab_when_active_renders_channel_combo_plus_checkboxes()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Character" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var combos = r.Calls.Where(c => c.Method == "Combo")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains("Default chat channel", combos);
|
||||
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains(checks, l => l.StartsWith("Auto-attack"));
|
||||
Assert.Contains(checks, l => l.StartsWith("Confirm before salvaging"));
|
||||
Assert.Contains(checks, l => l.StartsWith("Show pickup messages"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Character_tab_does_not_render_when_a_different_tab_is_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var combos = r.Calls.Where(c => c.Method == "Combo")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain("Default chat channel", combos);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Character_tab_channel_combo_uses_AvailableChannels_list()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Character" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var ch = r.Calls.First(c => c.Method == "Combo" && (string)c.Args[0]! == "Default chat channel");
|
||||
var items = (string[])ch.Args[2]!;
|
||||
Assert.Contains("Local", items);
|
||||
Assert.Contains("Allegiance", items);
|
||||
Assert.Contains("Fellowship", items);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void All_six_tabs_are_now_implemented_no_placeholder_text_remains()
|
||||
{
|
||||
// After the L.0 build order finishes, no tab should render the
|
||||
// "Coming soon" placeholder line. If a future commit re-adds a
|
||||
// placeholder tab without updating this test, it will fail.
|
||||
var (panel, _, _, _) = Build();
|
||||
|
||||
foreach (var tabLabel in new[] { "Keybinds", "Display", "Audio", "Gameplay", "Chat", "Character" })
|
||||
{
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = tabLabel };
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain(wrapped, t => t.Contains("coming soon"));
|
||||
}
|
||||
}
|
||||
|
||||
// -- Display tab content ---------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Display_tab_when_active_renders_resolution_combo_plus_sliders()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var combos = r.Calls.Where(c => c.Method == "Combo").Select(c => (string)c.Args[0]!).ToList();
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox").Select(c => (string)c.Args[0]!).ToList();
|
||||
var sliders = r.Calls.Where(c => c.Method == "SliderFloat").Select(c => (string)c.Args[0]!).ToList();
|
||||
|
||||
Assert.Contains("Resolution", combos);
|
||||
Assert.Contains("Fullscreen", checks);
|
||||
Assert.Contains("V-Sync", checks);
|
||||
Assert.Contains("Show FPS", checks);
|
||||
Assert.Contains("Field of View", sliders);
|
||||
Assert.Contains("Gamma", sliders);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Display_tab_does_not_render_when_a_different_tab_is_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var combos = r.Calls.Where(c => c.Method == "Combo").Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain("Resolution", combos);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Display_tab_resolution_combo_uses_AvailableResolutions_list()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var resCall = r.Calls.First(c => c.Method == "Combo" && (string)c.Args[0]! == "Resolution");
|
||||
var items = (string[])resCall.Args[2]!;
|
||||
Assert.Contains("1920x1080", items);
|
||||
Assert.Contains("3840x2160", items);
|
||||
}
|
||||
|
||||
// -- Audio tab content -----------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Audio_tab_when_active_renders_implemented_volume_sliders()
|
||||
{
|
||||
// The rule is "no slider that does nothing", and Campaign A changed
|
||||
// what qualifies. Ambient is now surfaced because slice A5 gave it a
|
||||
// region ambient system to drive. Music is gone entirely — retail has
|
||||
// no music system, so slice A6 deleted the field rather than leaving a
|
||||
// knob that could never do anything.
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains("Master", sliders);
|
||||
Assert.Contains("SFX", sliders);
|
||||
Assert.Contains("Ambient", sliders);
|
||||
Assert.DoesNotContain("Music", sliders);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Audio_tab_does_not_render_when_a_different_tab_is_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain("Master", sliders);
|
||||
Assert.DoesNotContain("Music", sliders);
|
||||
}
|
||||
|
||||
// -- Gameplay tab content --------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Gameplay_tab_when_active_renders_expected_checkboxes()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Gameplay" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
// Spot check the major retail-named toggles. Don't assert exact
|
||||
// count — adding new toggles shouldn't break this test.
|
||||
//
|
||||
// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2):
|
||||
// "Auto-target on attack" / "Auto-repeat attacks" were retired
|
||||
// from this panel — those two options (plus "Keep combat target
|
||||
// in view") now read/write the canonical server bit through
|
||||
// CombatUiController, not the client-local GameplaySettings
|
||||
// record this dat-free panel edits.
|
||||
Assert.DoesNotContain("Auto-target on attack", checks);
|
||||
Assert.DoesNotContain("Auto-repeat attacks", checks);
|
||||
Assert.Contains("Run mode is toggle (vs hold)", checks);
|
||||
Assert.Contains("Show item tooltips", checks);
|
||||
Assert.Contains("Show helm on character", checks);
|
||||
Assert.Contains("Show cloak on character", checks);
|
||||
Assert.Contains("Lock UI (disable panel drag/resize)", checks);
|
||||
Assert.Contains("Use mouse turning", checks);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Gameplay_tab_does_not_render_when_a_different_tab_is_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain("Run mode is toggle (vs hold)", checks);
|
||||
Assert.DoesNotContain("Lock UI (disable panel drag/resize)", checks);
|
||||
}
|
||||
|
||||
// -- Chat tab content ------------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Chat_tab_when_active_renders_channel_filter_checkboxes_and_font_slider()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Chat" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains("General", checks);
|
||||
Assert.Contains("Trade", checks);
|
||||
Assert.Contains("LFG (looking for group)", checks);
|
||||
Assert.Contains("Roleplay", checks);
|
||||
Assert.Contains("Society (CD / EW / RB)", checks);
|
||||
Assert.Contains("Show timestamps", checks);
|
||||
Assert.Contains("Filter profanity", checks);
|
||||
Assert.Contains("Appear offline (hide from /who)", checks);
|
||||
|
||||
var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains("Font size (pt)", sliders);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Chat_tab_does_not_render_when_a_different_tab_is_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
// The tab labels "General", "Trade" etc only appear inside the
|
||||
// Chat tab. Confirm none of them rendered.
|
||||
Assert.DoesNotContain("General", checks);
|
||||
Assert.DoesNotContain("Trade", checks);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Audio_sliders_are_clamped_to_zero_one_range()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var masterCall = r.Calls.First(c => c.Method == "SliderFloat" && (string)c.Args[0]! == "Master");
|
||||
Assert.Equal(0f, (float)masterCall.Args[2]!);
|
||||
Assert.Equal(1f, (float)masterCall.Args[3]!);
|
||||
}
|
||||
|
||||
// -- Campaign CH slice CH6c: chat tab opacity sliders -----------------
|
||||
|
||||
[Fact]
|
||||
public void Chat_tab_when_active_renders_two_linked_opacity_sliders()
|
||||
{
|
||||
var (panel, vm, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Chat" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains("Background opacity (unfocused)", sliders);
|
||||
Assert.Contains("Active opacity (typing / focused)", sliders);
|
||||
|
||||
var bgCall = r.Calls.First(
|
||||
c => c.Method == "SliderFloat" && (string)c.Args[0]! == "Background opacity (unfocused)");
|
||||
Assert.Equal(vm.ChatDraft.DefaultOpacity, (float)bgCall.Args[1]!);
|
||||
Assert.Equal(0f, (float)bgCall.Args[2]!);
|
||||
Assert.Equal(1f, (float)bgCall.Args[3]!);
|
||||
|
||||
var activeCall = r.Calls.First(
|
||||
c => c.Method == "SliderFloat" && (string)c.Args[0]! == "Active opacity (typing / focused)");
|
||||
Assert.Equal(vm.ChatDraft.ActiveOpacity, (float)activeCall.Args[1]!);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Chat_tab_opacity_sliders_do_not_render_when_a_different_tab_is_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain("Background opacity (unfocused)", sliders);
|
||||
Assert.DoesNotContain("Active opacity (typing / focused)", sliders);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Chat_tab_dragging_active_opacity_below_background_drags_background_down_in_draft()
|
||||
{
|
||||
// FakePanelRenderer applies ONE injected value to every SliderFloat call
|
||||
// in the same Render pass and each branch's `_vm.SetChat` starts from the
|
||||
// ORIGINAL pre-render draft — so with SliderFloatNextReturn set, the
|
||||
// LAST-rendered opacity slider ("Active", rendered after "Background")
|
||||
// determines the final draft. That exercises ChatOpacityLink.SetActive's
|
||||
// drag-background-down path end-to-end through the real panel code,
|
||||
// starting from ChatSettings.Default (DefaultOpacity=1.0, ActiveOpacity=1.0
|
||||
// as of the CH6c review fix).
|
||||
var (panel, vm, _, _) = Build();
|
||||
var r = new FakePanelRenderer
|
||||
{
|
||||
ActiveTabLabel = "Chat",
|
||||
SliderFloatNextReturn = true,
|
||||
SliderFloatNextValue = 0.2f,
|
||||
};
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
Assert.Equal(0.2f, vm.ChatDraft.DefaultOpacity);
|
||||
Assert.Equal(0.2f, vm.ChatDraft.ActiveOpacity);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_Cancel_buttons_render_outside_the_tab_bar()
|
||||
{
|
||||
// The global Save / Cancel / Reset-all row must come BEFORE
|
||||
// BeginTabBar so it stays visible on every tab. Any change that
|
||||
// accidentally moves the buttons inside a tab item should fail
|
||||
// here.
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer();
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
int saveIdx = r.Calls.FindIndex(c => c.Method == "Button"
|
||||
&& (string)c.Args[0]! == "Save changes");
|
||||
int tabBarIdx = r.Calls.FindIndex(c => c.Method == "BeginTabBar");
|
||||
Assert.True(saveIdx >= 0);
|
||||
Assert.True(tabBarIdx >= 0);
|
||||
Assert.True(saveIdx < tabBarIdx,
|
||||
$"Save button (index {saveIdx}) must render before BeginTabBar (index {tabBarIdx}).");
|
||||
}
|
||||
}
|
||||
|
|
@ -206,64 +206,58 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
Assert.True(store.LoadDisplay().ShowFps);
|
||||
}
|
||||
|
||||
// -- Gameplay section round-trip --------------------------------------
|
||||
// -- Gameplay section: OP9 migration honesty ---------------------------
|
||||
//
|
||||
// Campaign OP slice OP9 (docs/plans/2026-08-10-options-panel-campaign.md
|
||||
// §OP9) retired the Gameplay tab's client-local GameplaySettings record
|
||||
// and Load/SaveGameplay outright — all 13 fields were already re-pointed
|
||||
// to the server-bit seam (RuntimeCharacterOptionsState) at OP4. An
|
||||
// EXISTING settings.json written by a pre-OP9 build can still carry a
|
||||
// "gameplay" top-level block; these two tests pin that SettingsStore
|
||||
// tolerates it (no Load* method reads it, so it neither throws nor is
|
||||
// silently dropped) rather than requiring a migration step.
|
||||
|
||||
[Fact]
|
||||
public void LoadGameplay_returns_defaults_when_file_is_missing()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
Assert.Equal(GameplaySettings.Default, store.LoadGameplay());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SaveGameplay_then_LoadGameplay_round_trips_all_fields()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
var original = GameplaySettings.Default with
|
||||
{
|
||||
AdvancedCombatUI = true,
|
||||
ShowHelm = false,
|
||||
LockUI = true,
|
||||
UseMouseTurning = true,
|
||||
AcceptLootPermits = false,
|
||||
};
|
||||
|
||||
store.SaveGameplay(original);
|
||||
var loaded = store.LoadGameplay();
|
||||
|
||||
Assert.Equal(original, loaded);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadGameplay_falls_back_per_field_when_keys_missing()
|
||||
public void LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads()
|
||||
{
|
||||
File.WriteAllText(_tempPath, """
|
||||
{
|
||||
"version": 1,
|
||||
"gameplay": { "lockUI": true }
|
||||
"version": 2,
|
||||
"display": { "resolution": "1366x768" },
|
||||
"gameplay": { "lockUI": true, "toggleRun": false }
|
||||
}
|
||||
""");
|
||||
var store = new SettingsStore(_tempPath);
|
||||
|
||||
var loaded = store.LoadGameplay();
|
||||
|
||||
Assert.True(loaded.LockUI);
|
||||
Assert.Equal(GameplaySettings.Default.ToggleRun, loaded.ToggleRun);
|
||||
Assert.Equal(GameplaySettings.Default.ShowHelm, loaded.ShowHelm);
|
||||
Assert.Equal("1366x768", store.LoadDisplay().Resolution);
|
||||
Assert.Equal(AudioSettings.Default, store.LoadAudio());
|
||||
Assert.Equal(ChatSettings.Default, store.LoadChat());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void All_three_sections_coexist_in_one_settings_json()
|
||||
public void LeftoverGameplaySection_SurvivesAnUnrelatedSave()
|
||||
{
|
||||
// The generic SaveSection round-trip preservation (raw-JSON-text
|
||||
// carry-forward of unknown top-level keys, exercised elsewhere by
|
||||
// SaveDisplay_preserves_unknown_top_level_keys) is exactly what
|
||||
// keeps an orphaned "gameplay" block alive forever once nothing
|
||||
// reads or writes it — this pins that mechanism for the specific
|
||||
// section OP9 just retired.
|
||||
File.WriteAllText(_tempPath, """
|
||||
{
|
||||
"version": 2,
|
||||
"gameplay": { "lockUI": true, "showHelm": false }
|
||||
}
|
||||
""");
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
|
||||
store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
|
||||
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
|
||||
|
||||
// All three load correctly from the same file.
|
||||
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
|
||||
Assert.Equal(0.5f, store.LoadAudio().Master);
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "1920x1080" });
|
||||
|
||||
var raw = File.ReadAllText(_tempPath);
|
||||
Assert.Contains("\"gameplay\"", raw);
|
||||
Assert.Contains("\"lockUI\": true", raw);
|
||||
Assert.Contains("\"showHelm\": false", raw);
|
||||
Assert.Contains("1920x1080", raw);
|
||||
}
|
||||
|
||||
// -- Chat section round-trip ------------------------------------------
|
||||
|
|
@ -387,17 +381,15 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void All_four_sections_coexist_in_one_settings_json()
|
||||
public void All_three_sections_coexist_in_one_settings_json()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
|
||||
store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
|
||||
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
|
||||
store.SaveChat(ChatSettings.Default with { HearTradeChat = false, FontSize = 14f });
|
||||
|
||||
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
|
||||
Assert.Equal(0.5f, store.LoadAudio().Master);
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
Assert.False(store.LoadChat().HearTradeChat);
|
||||
Assert.Equal(14f, store.LoadChat().FontSize);
|
||||
}
|
||||
|
|
@ -468,19 +460,17 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void All_five_sections_coexist_in_one_settings_json()
|
||||
public void All_four_sections_coexist_in_one_settings_json()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
|
||||
store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
|
||||
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
|
||||
store.SaveChat(ChatSettings.Default with { HearTradeChat = false });
|
||||
store.SaveCharacter("+Acdream",
|
||||
CharacterSettings.Default with { DefaultChatChannel = "Fellowship" });
|
||||
|
||||
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
|
||||
Assert.Equal(0.5f, store.LoadAudio().Master);
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
Assert.False(store.LoadChat().HearTradeChat);
|
||||
Assert.Equal("Fellowship", store.LoadCharacter("+Acdream").DefaultChatChannel);
|
||||
}
|
||||
|
|
@ -489,7 +479,7 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
public void WindowPositions_RoundTripPerCharacterAndPreserveSettings()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
|
||||
store.SaveWindowPosition("Alice", "radar", new UiWindowPosition(321.5f, 18f));
|
||||
store.SaveWindowPosition("Bob", "radar", new UiWindowPosition(44f, 55f));
|
||||
|
||||
|
|
@ -498,14 +488,14 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
Assert.Equal(new UiWindowPosition(44f, 55f),
|
||||
store.LoadWindowPosition("Bob", "radar"));
|
||||
Assert.Null(store.LoadWindowPosition("Alice", "inventory"));
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WindowLayouts_RoundTripPerCharacterResolutionAndPreserveSettings()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
|
||||
var alice1080 = new UiWindowLayout(10f, 20f, 500f, 300f, true, false, true);
|
||||
var alice1440 = new UiWindowLayout(30f, 40f, 650f, 420f, false, true, false);
|
||||
var bob1080 = new UiWindowLayout(50f, 60f, 310f, 132f, true, false, false);
|
||||
|
|
@ -518,7 +508,7 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
Assert.Equal(alice1440, store.LoadWindowLayout("Alice", "2560x1440", "chat", default));
|
||||
Assert.Equal(bob1080, store.LoadWindowLayout("Bob", "1920x1080", "toolbar", default));
|
||||
Assert.Null(store.LoadWindowLayout("Alice", "1920x1080", "inventory", default));
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
|
|||
|
|
@ -1,682 +0,0 @@
|
|||
using System.IO;
|
||||
using System.Linq;
|
||||
using AcDream.UI.Abstractions.Input;
|
||||
using AcDream.UI.Abstractions.Panels.Settings;
|
||||
using AcDream.UI.Abstractions.Tests.Input;
|
||||
using Silk.NET.Input;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// K.3: <see cref="SettingsVM"/> owns the click-to-rebind state machine
|
||||
/// for the Settings panel. It holds a <b>draft</b> copy of the active
|
||||
/// <see cref="KeyBindings"/>; rebinds modify the draft. Save commits to
|
||||
/// the supplied callback (which writes to disk + replaces the live
|
||||
/// dispatcher's table); Cancel reverts the draft.
|
||||
/// </summary>
|
||||
public sealed class SettingsVMTests
|
||||
{
|
||||
private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory, System.Collections.Generic.List<DisplaySettings> savedDisplayHistory, System.Collections.Generic.List<AudioSettings> savedAudioHistory, System.Collections.Generic.List<GameplaySettings> savedGameplayHistory, System.Collections.Generic.List<ChatSettings> savedChatHistory, System.Collections.Generic.List<CharacterSettings> savedCharacterHistory)
|
||||
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null, ChatSettings? persistedChat = null, CharacterSettings? persistedCharacter = null)
|
||||
{
|
||||
persisted ??= MakeMinimalBindings();
|
||||
var kb = new FakeKeyboardSource();
|
||||
var mouse = new FakeMouseSource();
|
||||
var dispatcher = InputDispatcher.CreateDetached(kb, mouse, persisted);
|
||||
dispatcher.Attach();
|
||||
var savedHistory = new System.Collections.Generic.List<KeyBindings>();
|
||||
var savedDisplayHistory = new System.Collections.Generic.List<DisplaySettings>();
|
||||
var savedAudioHistory = new System.Collections.Generic.List<AudioSettings>();
|
||||
var savedGameplayHistory = new System.Collections.Generic.List<GameplaySettings>();
|
||||
var savedChatHistory = new System.Collections.Generic.List<ChatSettings>();
|
||||
var savedCharacterHistory = new System.Collections.Generic.List<CharacterSettings>();
|
||||
var vm = new SettingsVM(
|
||||
persisted, dispatcher,
|
||||
b => savedHistory.Add(b),
|
||||
persistedDisplay ?? DisplaySettings.Default,
|
||||
d => savedDisplayHistory.Add(d),
|
||||
persistedAudio ?? AudioSettings.Default,
|
||||
a => savedAudioHistory.Add(a),
|
||||
persistedGameplay ?? GameplaySettings.Default,
|
||||
g => savedGameplayHistory.Add(g),
|
||||
persistedChat ?? ChatSettings.Default,
|
||||
c => savedChatHistory.Add(c),
|
||||
persistedCharacter ?? CharacterSettings.Default,
|
||||
ch => savedCharacterHistory.Add(ch));
|
||||
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory, savedChatHistory, savedCharacterHistory);
|
||||
}
|
||||
|
||||
private static KeyBindings MakeMinimalBindings()
|
||||
{
|
||||
var b = new KeyBindings();
|
||||
b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
|
||||
b.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
|
||||
b.Add(new Binding(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementStop));
|
||||
return b;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Constructor_clones_persisted_into_draft()
|
||||
{
|
||||
var (vm, _, _, persisted, _, _, _, _, _, _) = Build();
|
||||
Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BeginRebind_enters_capture_mode()
|
||||
{
|
||||
var (vm, _, dispatcher, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
||||
Assert.True(dispatcher.IsCapturing);
|
||||
Assert.Equal(InputAction.MovementForward, vm.RebindInProgress);
|
||||
Assert.Equal(original, vm.RebindOriginal);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
// User presses Q — not bound to anything in our minimal table.
|
||||
kb.EmitKeyDown(Key.Q, ModifierMask.None);
|
||||
|
||||
Assert.Null(vm.RebindInProgress);
|
||||
Assert.Null(vm.PendingConflict);
|
||||
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
|
||||
Assert.Single(binds);
|
||||
Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), binds[0].Chord);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BeginRebind_then_Escape_cancels_with_no_change()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.Escape, ModifierMask.None);
|
||||
|
||||
Assert.Null(vm.RebindInProgress);
|
||||
Assert.Null(vm.PendingConflict);
|
||||
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
|
||||
Assert.Single(binds);
|
||||
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BeginRebind_with_conflict_surfaces_PendingConflict()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.A, ModifierMask.None);
|
||||
|
||||
Assert.NotNull(vm.PendingConflict);
|
||||
var c = vm.PendingConflict!.Value;
|
||||
Assert.Equal(InputAction.MovementForward, c.NewAction);
|
||||
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), c.NewChord);
|
||||
Assert.Equal(InputAction.MovementTurnLeft, c.ConflictingAction);
|
||||
// Rebind has NOT been applied yet — still on W.
|
||||
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
|
||||
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.A, ModifierMask.None);
|
||||
vm.ResolveConflict(replace: true);
|
||||
|
||||
Assert.Null(vm.PendingConflict);
|
||||
Assert.Null(vm.RebindInProgress);
|
||||
// MovementForward now bound to A.
|
||||
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
|
||||
Assert.Single(fwd);
|
||||
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), fwd[0].Chord);
|
||||
// MovementTurnLeft no longer bound to A (conflict removed).
|
||||
var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
|
||||
Assert.Empty(left);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResolveConflict_replace_false_cancels_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.A, ModifierMask.None);
|
||||
vm.ResolveConflict(replace: false);
|
||||
|
||||
Assert.Null(vm.PendingConflict);
|
||||
Assert.Null(vm.RebindInProgress);
|
||||
// MovementForward still bound to W.
|
||||
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
|
||||
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
|
||||
// MovementTurnLeft still bound to A.
|
||||
var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
|
||||
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), left[0].Chord);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetActionToDefault_restores_single_action_to_RetailDefaults()
|
||||
{
|
||||
// Build a draft that's been mutated for MovementForward; ensure
|
||||
// ResetActionToDefault restores W (and Up-arrow per retail).
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
|
||||
// pick it deliberately to avoid triggering a conflict prompt that
|
||||
// would block the rebind from applying.
|
||||
kb.EmitKeyDown(Key.F7, ModifierMask.None);
|
||||
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.ResetActionToDefault(InputAction.MovementForward);
|
||||
|
||||
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
|
||||
Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.W, ModifierMask.None));
|
||||
Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.Up, ModifierMask.None));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetAllToDefaults_replaces_entire_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
// Should now include retail-default size set (~149 bindings).
|
||||
Assert.True(vm.Draft.All.Count >= 100);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_invokes_callback_with_draft()
|
||||
{
|
||||
var (vm, kb, _, _, savedHistory, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.Q, ModifierMask.None);
|
||||
|
||||
vm.Save();
|
||||
|
||||
Assert.Single(savedHistory);
|
||||
var saved = savedHistory[0];
|
||||
var fwd = saved.ForAction(InputAction.MovementForward).ToList();
|
||||
Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), fwd[0].Chord);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_reverts_draft_to_persisted()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.Q, ModifierMask.None);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
|
||||
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_during_active_capture_clears_dispatcher_capture_state()
|
||||
{
|
||||
var (vm, _, dispatcher, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
||||
Assert.True(dispatcher.IsCapturing);
|
||||
vm.Cancel();
|
||||
Assert.False(dispatcher.IsCapturing);
|
||||
Assert.Null(vm.RebindInProgress);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HasUnsavedChanges_false_initially_and_after_save_sync()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
// -- Display tab state ------------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void DisplayDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
Assert.Equal(custom, vm.DisplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetDisplay_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
// Default ShowFps is false → flip to true to ensure the with-
|
||||
// expression actually mutates a field.
|
||||
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyExternalDisplayChange_updates_both_snapshots_and_preserves_other_drafts()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
|
||||
vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 90f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.ApplyExternalDisplayChange(display => display with { ShowFps = true });
|
||||
|
||||
Assert.True(vm.DisplayDraft.ShowFps);
|
||||
Assert.Equal(90f, vm.DisplayDraft.FieldOfView);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
Assert.True(vm.DisplayDraft.ShowFps);
|
||||
Assert.Equal(DisplaySettings.Default.FieldOfView, vm.DisplayDraft.FieldOfView);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_invokes_display_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, savedDisplayHistory, _, _, _, _) = Build();
|
||||
vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
|
||||
|
||||
vm.Save();
|
||||
|
||||
Assert.Single(savedDisplayHistory);
|
||||
Assert.Equal("2560x1440", savedDisplayHistory[0].Resolution);
|
||||
Assert.Equal(100f, savedDisplayHistory[0].FieldOfView);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_reverts_display_draft_to_persisted()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 90f };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.Equal(custom, vm.DisplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetAllToDefaults_resets_display_to_default()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
Assert.Equal(DisplaySettings.Default, vm.DisplayDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_then_Cancel_does_not_revert()
|
||||
{
|
||||
// After Save the persisted snapshot equals the draft, so Cancel
|
||||
// is a no-op. This guards the Save/Cancel ordering — a regression
|
||||
// would surface as Cancel reverting to pre-Save values.
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
|
||||
vm.Save();
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.True(vm.DisplayDraft.ShowFps);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
// -- Audio tab state --------------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void AudioDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Master = 0.3f, Ambient = 0.1f };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
Assert.Equal(custom, vm.AudioDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetAudio_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetAudio(vm.AudioDraft with { Master = 0.5f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_invokes_audio_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, savedAudioHistory, _, _, _) = Build();
|
||||
vm.SetAudio(vm.AudioDraft with { Master = 0.4f, Sfx = 0.6f });
|
||||
|
||||
vm.Save();
|
||||
|
||||
Assert.Single(savedAudioHistory);
|
||||
Assert.Equal(0.4f, savedAudioHistory[0].Master);
|
||||
Assert.Equal(0.6f, savedAudioHistory[0].Sfx);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_reverts_audio_draft_to_persisted()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Ambient = 0.2f };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
vm.SetAudio(vm.AudioDraft with { Ambient = 0.9f, Master = 0.3f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.Equal(custom, vm.AudioDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetAllToDefaults_resets_audio_to_default()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Master = 0.1f };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
Assert.NotEqual(AudioSettings.Default, vm.AudioDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
Assert.Equal(AudioSettings.Default, vm.AudioDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
// -- Gameplay tab state -----------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void GameplayDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
Assert.Equal(custom, vm.GameplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetGameplay_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetGameplay(vm.GameplayDraft with { LockUI = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyExternalGameplayChange_updates_both_snapshots_and_preserves_other_drafts()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
bool persistedLockUI = !GameplaySettings.Default.LockUI;
|
||||
|
||||
vm.SetGameplay(vm.GameplayDraft with
|
||||
{
|
||||
ShowTooltips = !GameplaySettings.Default.ShowTooltips,
|
||||
CoordinatesOnRadar = !GameplaySettings.Default.CoordinatesOnRadar,
|
||||
});
|
||||
|
||||
vm.ApplyExternalGameplayChange(gameplay => gameplay with
|
||||
{
|
||||
LockUI = persistedLockUI,
|
||||
});
|
||||
|
||||
Assert.Equal(persistedLockUI, vm.GameplayDraft.LockUI);
|
||||
Assert.Equal(
|
||||
!GameplaySettings.Default.ShowTooltips,
|
||||
vm.GameplayDraft.ShowTooltips);
|
||||
Assert.Equal(
|
||||
!GameplaySettings.Default.CoordinatesOnRadar,
|
||||
vm.GameplayDraft.CoordinatesOnRadar);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.Equal(persistedLockUI, vm.GameplayDraft.LockUI);
|
||||
Assert.Equal(
|
||||
GameplaySettings.Default.ShowTooltips,
|
||||
vm.GameplayDraft.ShowTooltips);
|
||||
Assert.Equal(
|
||||
GameplaySettings.Default.CoordinatesOnRadar,
|
||||
vm.GameplayDraft.CoordinatesOnRadar);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_invokes_gameplay_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, savedGameplayHistory, _, _) = Build();
|
||||
vm.SetGameplay(vm.GameplayDraft with
|
||||
{
|
||||
LockUI = true,
|
||||
ShowTooltips = false,
|
||||
UseMouseTurning = true,
|
||||
});
|
||||
|
||||
vm.Save();
|
||||
|
||||
Assert.Single(savedGameplayHistory);
|
||||
Assert.True(savedGameplayHistory[0].LockUI);
|
||||
Assert.False(savedGameplayHistory[0].ShowTooltips);
|
||||
Assert.True(savedGameplayHistory[0].UseMouseTurning);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_reverts_gameplay_draft_to_persisted()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
vm.SetGameplay(vm.GameplayDraft with { LockUI = false, ShowHelm = false });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.Equal(custom, vm.GameplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetAllToDefaults_resets_gameplay_to_default()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
Assert.NotEqual(GameplaySettings.Default, vm.GameplayDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
Assert.Equal(GameplaySettings.Default, vm.GameplayDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
// -- Chat tab state ---------------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void ChatDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = ChatSettings.Default with { HearTradeChat = false, FontSize = 14f };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
Assert.Equal(custom, vm.ChatDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetChat_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetChat(vm.ChatDraft with { FontSize = 16f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_invokes_chat_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, savedChatHistory, _) = Build();
|
||||
vm.SetChat(vm.ChatDraft with { HearTradeChat = false, ShowTimestamps = false });
|
||||
|
||||
vm.Save();
|
||||
|
||||
Assert.Single(savedChatHistory);
|
||||
Assert.False(savedChatHistory[0].HearTradeChat);
|
||||
Assert.False(savedChatHistory[0].ShowTimestamps);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_reverts_chat_draft_to_persisted()
|
||||
{
|
||||
var custom = ChatSettings.Default with { HearLFGChat = false };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
vm.SetChat(vm.ChatDraft with { HearLFGChat = true, AppearOffline = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.Equal(custom, vm.ChatDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetAllToDefaults_resets_chat_to_default()
|
||||
{
|
||||
var custom = ChatSettings.Default with { HearGeneralChat = false, FontSize = 18f };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
Assert.NotEqual(ChatSettings.Default, vm.ChatDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
Assert.Equal(ChatSettings.Default, vm.ChatDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
// -- Character tab state ----------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void CharacterDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = CharacterSettings.Default with { AutoAttack = true, DefaultChatChannel = "Allegiance" };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
||||
Assert.Equal(custom, vm.CharacterDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetCharacter_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_invokes_character_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, savedCharacterHistory) = Build();
|
||||
vm.SetCharacter(vm.CharacterDraft with
|
||||
{
|
||||
DefaultChatChannel = "Fellowship",
|
||||
AutoAttack = true,
|
||||
ConfirmSalvage = false,
|
||||
});
|
||||
|
||||
vm.Save();
|
||||
|
||||
Assert.Single(savedCharacterHistory);
|
||||
Assert.Equal("Fellowship", savedCharacterHistory[0].DefaultChatChannel);
|
||||
Assert.True(savedCharacterHistory[0].AutoAttack);
|
||||
Assert.False(savedCharacterHistory[0].ConfirmSalvage);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_reverts_character_draft_to_persisted()
|
||||
{
|
||||
var custom = CharacterSettings.Default with { AutoAttack = true };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
||||
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = false, DefaultChatChannel = "Trade" });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.Equal(custom, vm.CharacterDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetAllToDefaults_resets_character_to_default()
|
||||
{
|
||||
var custom = CharacterSettings.Default with { AutoAttack = true, DefaultChatChannel = "Trade" };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
||||
Assert.NotEqual(CharacterSettings.Default, vm.CharacterDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
Assert.Equal(CharacterSettings.Default, vm.CharacterDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadCharacterContext_swaps_persisted_and_draft_atomically()
|
||||
{
|
||||
// Simulates the post-EnterWorld toon swap — host loads the
|
||||
// chosen toon's bag from disk and pushes it via
|
||||
// LoadCharacterContext. BOTH persisted and draft must update
|
||||
// so HasUnsavedChanges stays false; otherwise the user would
|
||||
// see a "pending changes" indicator on every login.
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
var newToonBag = CharacterSettings.Default with { DefaultChatChannel = "Allegiance", AutoAttack = true };
|
||||
|
||||
vm.LoadCharacterContext(newToonBag);
|
||||
|
||||
Assert.Equal(newToonBag, vm.CharacterDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadCharacterContext_clears_pending_unsaved_character_edits()
|
||||
{
|
||||
// If the user had pending character edits from the previous
|
||||
// toon (or pre-login session), swapping to a new toon's bag
|
||||
// must wipe them — Save is per-toon, and bleed-through would
|
||||
// write the pre-login bag's edits to the new toon's slot.
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.LoadCharacterContext(CharacterSettings.Default with { DefaultChatChannel = "Fellowship" });
|
||||
|
||||
Assert.Equal("Fellowship", vm.CharacterDraft.DefaultChatChannel);
|
||||
Assert.False(vm.CharacterDraft.AutoAttack);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue