refactor(settings): OP9 — retire the dead F11 settings surface + fully-superseded GameplaySettings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surfaces it fully superseded.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
|
|
@ -41,37 +41,6 @@ internal sealed class RetainedGameplayWindowCommands(RetailUiRuntime? runtime)
|
|||
_runtime?.ToggleWindow(WindowNames.Options);
|
||||
}
|
||||
|
||||
internal interface IDevToolsGameplayCommands
|
||||
{
|
||||
void ToggleDebugPanel();
|
||||
|
||||
void FocusChatInput();
|
||||
|
||||
void ToggleSettingsPanel();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The ImGui developer-tools frontend these commands used to forward to was
|
||||
/// removed at Campaign V slice V11. A follow-up re-homes the Settings and
|
||||
/// Debug panels onto the retained UI through a new <c>IPanelRenderer</c>
|
||||
/// implementation; until then these are no-ops so the frozen gameplay-action
|
||||
/// priority graph keeps a single, always-valid handoff target.
|
||||
/// </summary>
|
||||
internal sealed class DevToolsGameplayCommands : IDevToolsGameplayCommands
|
||||
{
|
||||
public void ToggleDebugPanel()
|
||||
{
|
||||
}
|
||||
|
||||
public void FocusChatInput()
|
||||
{
|
||||
}
|
||||
|
||||
public void ToggleSettingsPanel()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
internal interface IPlayerModeGameplayCommands
|
||||
{
|
||||
bool IsPlayerMode { get; }
|
||||
|
|
@ -163,7 +132,6 @@ internal interface IGameplayInputCommandTarget
|
|||
internal sealed class GameplayInputCommandController : IGameplayInputCommandTarget
|
||||
{
|
||||
private readonly IRetainedGameplayWindowCommands _retained;
|
||||
private readonly IDevToolsGameplayCommands _devTools;
|
||||
private readonly IRuntimeDiagnosticCommands _diagnostics;
|
||||
private readonly IPlayerModeGameplayCommands _playerMode;
|
||||
private readonly IItemTargetModeCommands _targetMode;
|
||||
|
|
@ -175,7 +143,6 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
|
|||
|
||||
public GameplayInputCommandController(
|
||||
IRetainedGameplayWindowCommands retained,
|
||||
IDevToolsGameplayCommands devTools,
|
||||
IRuntimeDiagnosticCommands diagnostics,
|
||||
IPlayerModeGameplayCommands playerMode,
|
||||
IItemTargetModeCommands targetMode,
|
||||
|
|
@ -186,7 +153,6 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
|
|||
Action? toggleAudioMute = null)
|
||||
{
|
||||
_retained = retained ?? throw new ArgumentNullException(nameof(retained));
|
||||
_devTools = devTools ?? throw new ArgumentNullException(nameof(devTools));
|
||||
_diagnostics = diagnostics ?? throw new ArgumentNullException(nameof(diagnostics));
|
||||
_playerMode = playerMode ?? throw new ArgumentNullException(nameof(playerMode));
|
||||
_targetMode = targetMode ?? throw new ArgumentNullException(nameof(targetMode));
|
||||
|
|
@ -224,7 +190,14 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
|
|||
_toggleAudioMute?.Invoke();
|
||||
return true;
|
||||
case InputAction.AcdreamToggleDebugPanel:
|
||||
_devTools.ToggleDebugPanel();
|
||||
// OP9: IDevToolsGameplayCommands.ToggleDebugPanel() retired —
|
||||
// its ImGui-era DebugPanel target was already gone (Campaign V
|
||||
// slice V11) and no retained-UI replacement exists, so the
|
||||
// no-op body it forwarded to carried no behavior to preserve.
|
||||
// The key is still consumed here (matching that no-op's
|
||||
// "handled" contract) rather than falling through to whatever
|
||||
// a lower-priority input scope would otherwise do with
|
||||
// F1/Ctrl+F1.
|
||||
return true;
|
||||
case InputAction.AcdreamToggleFlyMode:
|
||||
_playerMode.ToggleFlyOrChase();
|
||||
|
|
@ -233,15 +206,20 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
|
|||
_playerMode.TogglePlayerMode();
|
||||
return true;
|
||||
case InputAction.ToggleChatEntry:
|
||||
_devTools.FocusChatInput();
|
||||
// OP9: IDevToolsGameplayCommands.FocusChatInput() retired —
|
||||
// same shape as AcdreamToggleDebugPanel above (its ImGui
|
||||
// ChatPanel target was already gone). Tab is still consumed
|
||||
// here, matching the prior no-op's "handled" contract.
|
||||
return true;
|
||||
case InputAction.ToggleOptionsPanel:
|
||||
// Campaign OP slice OP3 (D1): F11 opens the RETAIL Options
|
||||
// panel now, not the old (unrendered since Campaign V slice
|
||||
// V11 — DevToolsGameplayCommands' own doc) ImGui-era Settings
|
||||
// panel. IDevToolsGameplayCommands.ToggleSettingsPanel() is a
|
||||
// SEPARATE action retired in OP9; its no-op wiring elsewhere
|
||||
// is untouched by this change (#358's lesson).
|
||||
// V11) ImGui-era Settings panel. That panel's own
|
||||
// IDevToolsGameplayCommands.ToggleSettingsPanel() member was
|
||||
// never dispatched from anywhere (this switch always routed
|
||||
// ToggleOptionsPanel to _retained, never to _devTools) and
|
||||
// was retired outright at OP9 along with the rest of
|
||||
// IDevToolsGameplayCommands (#358's lesson).
|
||||
_retained.ToggleOptionsPanel();
|
||||
return true;
|
||||
case InputAction.CombatToggleCombat:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue