fix(interaction): close selection lifecycle review gaps

Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-21 09:01:02 +02:00
parent d2bb5af453
commit 5acc3f01cf
23 changed files with 2635 additions and 168 deletions

View file

@ -46,7 +46,8 @@ public class PaperdollControllerTests
SelectionState? selection = null,
IReadOnlyDictionary<uint, uint>? emptySlotSprites = null,
List<(uint item, uint container, int placement)>? puts = null,
List<string>? systemMessages = null)
List<string>? systemMessages = null,
Action<ItemInteractionController>? configureInteraction = null)
{
var itemInteraction = new ItemInteractionController(
objects,
@ -59,6 +60,7 @@ public class PaperdollControllerTests
? null
: (item, container, placement) => puts.Add((item, container, placement)),
systemMessage: systemMessages is null ? null : systemMessages.Add);
configureInteraction?.Invoke(itemInteraction);
return PaperdollController.Bind(layout, objects, () => Player,
iconIds: (_, _, _, _, _) => 0x1234u,
itemInteraction: itemInteraction,
@ -240,6 +242,38 @@ public class PaperdollControllerTests
Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire
}
[Fact]
public void HandleDropRelease_pendingPickupRejectsWieldWithoutOptimisticMutation()
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
const uint pickup = 0x70000D02u;
const uint helm = 0x50000D03u;
SeedPackItem(objects, helm, EquipMask.HeadWear);
var wields = new List<(uint item, uint mask)>();
var messages = new List<string>();
ItemInteractionController? interaction = null;
var ctrl = Bind(
layout,
objects,
wields,
systemMessages: messages,
configureInteraction: value => interaction = value);
Assert.True(interaction!.TryBeginPendingBackpackPlacement(
pickup,
Player,
0,
out _));
ctrl.HandleDropRelease(
lists[HeadSlot],
lists[HeadSlot].Cell,
new ItemDragPayload(helm, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell));
Assert.Empty(wields);
Assert.Equal(EquipMask.None, objects.Get(helm)!.CurrentlyEquippedLocation);
Assert.Equal(new[] { ItemInteractionController.InventoryRequestBusyMessage }, messages);
}
[Fact]
public void HandleDropRelease_weaponSlot_delegatesToConfirmedAutoWieldTransaction()
{