fix(ui): OP3 review fixes — byte-verified Magic chat lines, Gameplay/OptionPage shape, mid-air tri-state, shared geometry
Consolidated fix round for the two OP3 dual-lens reviews
(docs/research/2026-08-11-op3-review-{mechanism,blast}.md), both
APPROVE-WITH-FIXES.
MUST-FIX:
- The six "Use Mouse Turning Settings" chat lines were typed
RetailLogTextType.ClientLocal (0x1A); retail types them 0x07 (Magic).
BYTE-VERIFIED against the PDB-paired binary at all six
gmConfigUI::SetMouseTurningDefaults call sites (0x0049E972/E9E2/EA52/
EAA4/EAF6/EB48): every site pushes `6a 07` (type=7) immediately before
the text-pointer push and the AddTextToScroll call. Added a dedicated
OptionsRuntimeBindings.DisplayMouseTurningMacroLine seam routed at
Magic (scrolling chat transcript, light blue, timestamped) instead of
the 4-slot SpewBox ClientLocal uses; the mid-air refusal and UA/RA
keep ClientLocal (both independently confirmed correct).
- Filed AD-77: the client-wide floating-only gmPanelUI host divergence
(retail also exposes a docked 0x21000017 host) the plan §5 delegated
to this review, scoped to every main panel, not just Options.
SHOULD-FIX:
- gmGameplayOptionsUI is not an OptionPage in retail (acclient.h:55857,
UIElement_Field). OptionsPanelController now constructs the Gameplay
slot's OptionPage with AfterApply deliberately null, so entering/
leaving that tab never publishes SaveCharacterOptionsRuntimeCmd.
Corrected OptionPageModel's doc comment and rewrote the two tests
that pinned the wrong (Gameplay-flushes) shape.
- Added the OptionPage.OnOptionChanged seam (PlayerOptionPage::
OnOptionChanged @0x004F27D0) — fires as the last step of Apply/
Reset/Defaults, plus once per live LED edit via a new
IOptionRow.AttachPageNotify hook (BoolOptionRow wires it into
SetCurrentValue only, matching retail's Apply(1)-only
HandleDialogAndNotices path). OP4-6 will bind Apply/Reset enable
state to this.
- Exit to Character Selection's mid-air refusal is now tri-state
(Func<bool?> IsGrounded): retail's UseTime only reaches the airborne
test inside `else if (smartbox->player)`, so outside player mode (or
with no live controller) the button is a SILENT no-op, not a
refusal. Fixed the inverted comment at both call sites.
- Options panel geometry now matches its nine gmPanelUI siblings
sharing RetailPanelUiController's one main-panel rectangle
(ResizeX=false, bottom-edge-only resize, no invented Min/MaxWidth/
Height) instead of being the only all-four-edge/horizontal-resize
outlier whose width silently reverted whenever a sibling was shown.
- Added the three missing test pins: Options/Character mutual
exclusion through a REAL RetailPanelUiController registration,
RetailDialogFactory.MakeConfirmation's omitted-queueKey overload
sharing DefaultQueueKey, and UiTabPanel.ActivePageChanged never
firing on a dormant (non-activated) host.
- TS-74's What/Where now names the five store-only CameraTurning
preferences explicitly instead of only mentioning them in Risk.
- Test script gains the toolbar-button ghosted->enabled+highlight
check, UseMouseTurning-survives-relogin and the five prefs-survive-
relaunch steps, a UA/RA legibility eye-item, and the corrected
bottom-edge-only geometry description for step 5.
One-liners fixed in files already touched: symmetric close-button
resolve-failure logging in OptionsPanelController.Bind (blast NOTE 8).
Full Release suite: 12,947 passed / 4 skipped / 0 failed (baseline
12,935/4/0 post-OP7 — 12 net new tests; the two OptionPageModelTests
"wrong-shape" tests were renamed/rewritten in place, not removed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
64898f1301
commit
386076af0f
11 changed files with 505 additions and 72 deletions
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@ -122,7 +122,21 @@ public sealed class OptionsPanelController : IRetainedPanelController
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private OptionsPanelController(UiTabPanel tabPanel, Action? afterApply)
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{
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_tabPanel = tabPanel;
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foreach (uint pageId in new[] { GameplayPageId, CharacterPageId, ChatPageId, ConfigPageId })
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// Mechanism review S1 (2026-08-11 fix round): gmGameplayOptionsUI
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// (acclient.h:55857) derives from UIElement_Field, NOT
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// OptionPage/PlayerOptionPage at all — unlike the other three tabs
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// (gmCharacterSettingsUI/gmChatOptionsUI/gmConfigUI, all
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// : PlayerOptionPage). Retail never calls SaveCurrentValues for the
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// Gameplay page, so it never flushes the batched blob on show/hide.
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// The model still needs an (empty) page instance so
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// OnActivePageChanged's TryGetValue lookup and OnHidden/OnShown
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// (Reset/Apply over zero rows, both harmless no-ops) keep working
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// uniformly across all four tabs — only AfterApply is deliberately
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// left null here, so entering/leaving Gameplay never publishes
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// SaveCharacterOptionsRuntimeCmd.
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_pages.Add(GameplayPageId, new OptionPage { AfterApply = null });
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foreach (uint pageId in new[] { CharacterPageId, ChatPageId, ConfigPageId })
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{
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var page = new OptionPage { AfterApply = afterApply };
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_pages.Add(pageId, page);
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@ -159,6 +173,10 @@ public sealed class OptionsPanelController : IRetainedPanelController
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if (layout.FindElement(CloseButtonId) is UiButton close)
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close.OnClick = callbacks.Toggle;
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else
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Console.WriteLine(
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$"[D.2b] OptionsPanelController: close button 0x{CloseButtonId:X8} "
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+ "not found in the built layout — its handler was not wired.");
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BindButton(layout, ExitToCharacterSelectionId, callbacks.RequestExitToCharacterSelection);
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// ConfigureKeyboardId: INERT this slice — authored, clickable, no
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