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
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11 changed files with 505 additions and 72 deletions
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@ -81,6 +81,35 @@ public sealed class RetailDialogFactoryTests
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Assert.False(factory.IsOpen);
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}
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/// <summary>
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/// Blast review SHOULD-FIX 3 / NOTE 3 (2026-08-11 fix round): the Options
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/// panel's Exit-to-Character-Selection confirmation goes through
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/// <c>RetailUiRuntime.ShowConfirmation</c> -> <c>MakeConfirmation(message,
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/// callback)</c> with NO explicit <c>queueKey</c> argument. Nothing pinned
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/// that the omitted-key overload actually shares
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/// <see cref="RetailDialogFactory.DefaultQueueKey"/> with every other
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/// confirmation in the codebase, rather than silently defaulting to a
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/// DIFFERENT key that would let two confirmations sit active
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/// simultaneously instead of queuing.
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/// </summary>
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[Fact]
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public void MakeConfirmation_OmittedQueueKey_SharesDefaultQueueKey()
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{
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var root = new UiRoot { Width = 800f, Height = 600f };
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var layouts = new List<ImportedLayout>();
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var factory = CreateFactory(root, layouts);
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factory.MakeConfirmation("uses the omitted-queueKey overload");
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factory.MakeConfirmation("explicit DefaultQueueKey", queueKey: RetailDialogFactory.DefaultQueueKey);
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// If the omitted-queueKey call had used a DIFFERENT key, both would
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// be ACTIVE simultaneously (distinct queue groups run independently
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// — QueueGroupsAndNonQueuedDialogsCanBeActiveTogether below) instead
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// of the second queuing FIFO behind the first.
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Assert.Equal(1, factory.ActiveCount);
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Assert.Equal(1, factory.PendingCount);
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}
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[Fact]
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public void QueueGroupsAndNonQueuedDialogsCanBeActiveTogether()
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{
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