fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes
The user tested Campaign CH's CODE-COMPLETE build live and reported ten defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate — round 1"). Items A-G are fixed here; the remaining three (extra chat windows on 1/2/3/4, resize working in only one corner, transparency/ artifacts) are out of scope for a fix and filed as slice CH6. A. Jump-in-air refusal never fired live: the jump block only ever evaluated input.Jump inside the grounded-charge or already-charging branches. PlayerMovementController now detects the press RISING EDGE while airborne and reports WeenieError.NotGrounded once per press, leaving the grounded charge/fire path untouched. B. ChatVM's invented "[System] " prefix is dropped — retail prints system text bare. [Popup] is unchanged (AP-175). C. SpewBoxController's color is now the user-pinned exact value (1, 1, 0.247, 1), the same bright yellow as an incoming Tell. Register row AP-178 updated: color CLOSES, size/position/font stay open per the user's live report that they still differ. D. Closes #329: PortalTunnelPresentation now emits the portal wait cue unconditionally on every rotation-segment boundary, matching gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating on a 5-second hold local transits never reached. PortalWaitNotice Controller now renders it in the same pinned yellow as item C. Register row AP-150 retired. E. Closes #362: new ClientCommandResponses.cs parses and renders the four previously-unhandled inbound GameEvents (ChannelIndex, ChannelList, AvailableHouses, AllegianceInfoResponse), each ported line-for-line from the named-retail decomp's inbound handlers. Register row TS-70 retired. F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n' first, then word-wraps each segment independently — server text like /help's reply no longer collapses onto one line. G. The chat input field's right edge no longer holds a fixed absolute pixel position across a window resize; Bind now upgrades it to retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch fallback so it tracks the window's client width instead of overflowing past a narrower resize. Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline 12,221/4/0 + 26 new tests across items A, E, F, G). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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17 changed files with 1428 additions and 81 deletions
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@ -238,6 +238,38 @@ public sealed class ChatWindowController : IRetainedWindowStateController, IReta
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c.Input.SpriteResolve = resolve;
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c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel);
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// Campaign CH user-gate round 1 (item G): the imported field's right
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// edge otherwise holds a FIXED absolute pixel position across a
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// window resize — retail edge-mode 0's "frozen at current" fallback
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// (UiLayoutPolicy.ApplyFar), or the AnchorEdges default (Left|Top,
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// no stretch) when this field imported without a LayoutPolicy at
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// all. ReflowInputRow below only repositions Left/Width at bind
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// time and on channel change; nothing re-runs it on a plain window
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// RESIZE, so shrinking the window below its authored width left the
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// input's right edge frozen past the new, narrower client area —
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// the reported overflow. Retail edge-mode 1 on a FAR edge
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// ("originalEdge + parentDelta", UiLayoutPolicy.ApplyFar) keeps a
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// CONSTANT MARGIN from the parent's right edge instead, so the
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// field's right edge now tracks every resize, not just
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// bind/channel-change moments; the compatibility AnchorEdges.Right
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// stretch is the equivalent programmatic-widget fallback. Only the
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// right-edge behavior changes — Left/Top/Bottom stay whatever the
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// DAT authored (or the AnchorEdges default).
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if (c.Input.LayoutPolicy is { } inputPolicy)
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{
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c.Input.LayoutPolicy = new UiLayoutPolicy(
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inputPolicy.LeftMode,
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inputPolicy.TopMode,
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rightMode: 1u,
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inputPolicy.BottomMode,
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inputPolicy.OriginalChild,
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inputPolicy.OriginalParent);
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}
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else
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{
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c.Input.Anchors |= AnchorEdges.Right;
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}
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// ── Scrollbar — bind the factory-built Type-11 track element ────────
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// The factory now builds the Type-11 track element (0x10000012) as a UiScrollbar
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// directly. Find it, bind it in place — no remove/add needed.
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@ -508,9 +540,40 @@ public sealed class ChatWindowController : IRetainedWindowStateController, IReta
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/// </summary>
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public static IEnumerable<string> WrapText(string text, float maxW, Func<string, float> measure)
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{
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if (string.IsNullOrEmpty(text) || maxW <= 0f || measure(text) <= maxW)
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if (string.IsNullOrEmpty(text))
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{
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yield return text ?? string.Empty;
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yield return string.Empty;
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yield break;
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}
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// Campaign CH user-gate round 1 (item F): server text (e.g. /help's
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// reply) carries embedded '\n's. This function used to hand the
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// WHOLE blob — newlines and all — to the single early-out below,
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// rendering multi-line text as one UiText.Line with literal newline
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// characters in it instead of one rendered line per segment. Split
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// on '\n' FIRST (normalizing "\r\n"/bare "\r" the same way), then
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// word-wrap each segment independently; the early-out is now scoped
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// to one already-newline-free segment, so it only ever collapses a
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// single-segment text to one line, never a multi-line one.
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string normalized = text.Replace("\r\n", "\n").Replace('\r', '\n');
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foreach (string segment in normalized.Split('\n'))
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{
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foreach (string frag in WrapSingleLine(segment, maxW, measure))
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yield return frag;
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}
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}
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/// <summary>
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/// Greedy word-wrap for a single, already newline-free line. Split out of
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/// <see cref="WrapText"/> (Campaign CH user-gate round 1, item F) so the
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/// multi-segment split there can call this once per '\n'-delimited
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/// segment without re-deriving the per-line wrap algorithm.
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/// </summary>
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private static IEnumerable<string> WrapSingleLine(string text, float maxW, Func<string, float> measure)
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{
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if (text.Length == 0 || maxW <= 0f || measure(text) <= maxW)
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{
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yield return text;
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yield break;
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}
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