refactor(settings): OP9 — retire the dead F11 settings surface + fully-superseded GameplaySettings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surfaces it fully superseded.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
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@ -206,64 +206,58 @@ public sealed class SettingsStoreTests : System.IDisposable
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Assert.True(store.LoadDisplay().ShowFps);
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}
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// -- Gameplay section round-trip --------------------------------------
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// -- Gameplay section: OP9 migration honesty ---------------------------
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//
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// Campaign OP slice OP9 (docs/plans/2026-08-10-options-panel-campaign.md
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// §OP9) retired the Gameplay tab's client-local GameplaySettings record
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// and Load/SaveGameplay outright — all 13 fields were already re-pointed
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// to the server-bit seam (RuntimeCharacterOptionsState) at OP4. An
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// EXISTING settings.json written by a pre-OP9 build can still carry a
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// "gameplay" top-level block; these two tests pin that SettingsStore
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// tolerates it (no Load* method reads it, so it neither throws nor is
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// silently dropped) rather than requiring a migration step.
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[Fact]
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public void LoadGameplay_returns_defaults_when_file_is_missing()
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{
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var store = new SettingsStore(_tempPath);
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Assert.Equal(GameplaySettings.Default, store.LoadGameplay());
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}
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[Fact]
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public void SaveGameplay_then_LoadGameplay_round_trips_all_fields()
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{
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var store = new SettingsStore(_tempPath);
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var original = GameplaySettings.Default with
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{
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AdvancedCombatUI = true,
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ShowHelm = false,
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LockUI = true,
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UseMouseTurning = true,
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AcceptLootPermits = false,
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};
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store.SaveGameplay(original);
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var loaded = store.LoadGameplay();
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Assert.Equal(original, loaded);
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}
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[Fact]
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public void LoadGameplay_falls_back_per_field_when_keys_missing()
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public void LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads()
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{
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File.WriteAllText(_tempPath, """
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{
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"version": 1,
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"gameplay": { "lockUI": true }
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"version": 2,
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"display": { "resolution": "1366x768" },
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"gameplay": { "lockUI": true, "toggleRun": false }
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}
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""");
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var store = new SettingsStore(_tempPath);
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var loaded = store.LoadGameplay();
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Assert.True(loaded.LockUI);
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Assert.Equal(GameplaySettings.Default.ToggleRun, loaded.ToggleRun);
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Assert.Equal(GameplaySettings.Default.ShowHelm, loaded.ShowHelm);
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Assert.Equal("1366x768", store.LoadDisplay().Resolution);
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Assert.Equal(AudioSettings.Default, store.LoadAudio());
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Assert.Equal(ChatSettings.Default, store.LoadChat());
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}
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[Fact]
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public void All_three_sections_coexist_in_one_settings_json()
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public void LeftoverGameplaySection_SurvivesAnUnrelatedSave()
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{
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// The generic SaveSection round-trip preservation (raw-JSON-text
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// carry-forward of unknown top-level keys, exercised elsewhere by
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// SaveDisplay_preserves_unknown_top_level_keys) is exactly what
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// keeps an orphaned "gameplay" block alive forever once nothing
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// reads or writes it — this pins that mechanism for the specific
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// section OP9 just retired.
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File.WriteAllText(_tempPath, """
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{
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"version": 2,
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"gameplay": { "lockUI": true, "showHelm": false }
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}
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""");
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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// All three load correctly from the same file.
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.5f, store.LoadAudio().Master);
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Assert.True(store.LoadGameplay().LockUI);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "1920x1080" });
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var raw = File.ReadAllText(_tempPath);
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Assert.Contains("\"gameplay\"", raw);
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Assert.Contains("\"lockUI\": true", raw);
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Assert.Contains("\"showHelm\": false", raw);
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Assert.Contains("1920x1080", raw);
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}
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// -- Chat section round-trip ------------------------------------------
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@ -387,17 +381,15 @@ public sealed class SettingsStoreTests : System.IDisposable
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}
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[Fact]
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public void All_four_sections_coexist_in_one_settings_json()
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public void All_three_sections_coexist_in_one_settings_json()
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{
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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store.SaveChat(ChatSettings.Default with { HearTradeChat = false, FontSize = 14f });
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.5f, store.LoadAudio().Master);
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Assert.True(store.LoadGameplay().LockUI);
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Assert.False(store.LoadChat().HearTradeChat);
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Assert.Equal(14f, store.LoadChat().FontSize);
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}
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@ -468,19 +460,17 @@ public sealed class SettingsStoreTests : System.IDisposable
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}
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[Fact]
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public void All_five_sections_coexist_in_one_settings_json()
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public void All_four_sections_coexist_in_one_settings_json()
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{
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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store.SaveChat(ChatSettings.Default with { HearTradeChat = false });
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store.SaveCharacter("+Acdream",
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CharacterSettings.Default with { DefaultChatChannel = "Fellowship" });
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.5f, store.LoadAudio().Master);
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Assert.True(store.LoadGameplay().LockUI);
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Assert.False(store.LoadChat().HearTradeChat);
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Assert.Equal("Fellowship", store.LoadCharacter("+Acdream").DefaultChatChannel);
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}
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@ -489,7 +479,7 @@ public sealed class SettingsStoreTests : System.IDisposable
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public void WindowPositions_RoundTripPerCharacterAndPreserveSettings()
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{
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var store = new SettingsStore(_tempPath);
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveWindowPosition("Alice", "radar", new UiWindowPosition(321.5f, 18f));
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store.SaveWindowPosition("Bob", "radar", new UiWindowPosition(44f, 55f));
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@ -498,14 +488,14 @@ public sealed class SettingsStoreTests : System.IDisposable
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Assert.Equal(new UiWindowPosition(44f, 55f),
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store.LoadWindowPosition("Bob", "radar"));
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Assert.Null(store.LoadWindowPosition("Alice", "inventory"));
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Assert.True(store.LoadGameplay().LockUI);
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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}
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[Fact]
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public void WindowLayouts_RoundTripPerCharacterResolutionAndPreserveSettings()
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{
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var store = new SettingsStore(_tempPath);
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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var alice1080 = new UiWindowLayout(10f, 20f, 500f, 300f, true, false, true);
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var alice1440 = new UiWindowLayout(30f, 40f, 650f, 420f, false, true, false);
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var bob1080 = new UiWindowLayout(50f, 60f, 310f, 132f, true, false, false);
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@ -518,7 +508,7 @@ public sealed class SettingsStoreTests : System.IDisposable
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Assert.Equal(alice1440, store.LoadWindowLayout("Alice", "2560x1440", "chat", default));
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Assert.Equal(bob1080, store.LoadWindowLayout("Bob", "1920x1080", "toolbar", default));
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Assert.Null(store.LoadWindowLayout("Alice", "1920x1080", "inventory", default));
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Assert.True(store.LoadGameplay().LockUI);
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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}
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[Fact]
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