feat(ui): FA4 -- fellowship page fully live

Roster: SocialFellowshipPageController now builds one row per fellow
from the authored template (0x21000030/0x10000281, live-DAT verified),
diffing the member GUID set on each revision-gated Tick -- an unchanged
set updates every row's bound widgets in place (no ListBox mutation, so
scroll position is untouched by construction); only a real join/leave/
disband triggers a rebuild, via UiTemplateListBox.FlushPreservingScroll
(FA3 carry-forward 1, both the widget-level fix and the controller-level
diff). Health/stamina/mana meters bind Fill+Label; the leader's name
tints gold (lane A's row template has no dedicated leader marker, so
this is a flagged adaptation, not a ported mechanism). Row-click
selection (SelectFellow) drives Dismiss/Leader targeting and the world
selection (SelectionChangeSource.Social).

D4: SocialPanelController now tracks "is the social window shown AND is
Fellowship the active tab" via UiTabPanel.ActivePageChanged +
OnShown/OnHidden, and calls SetPageVisible on every transition, which
sends 0x00A6 (idempotent, no-op while disconnected) -- the prerequisite
ACE gates its 0x02C0 vitals stream on.

Create flow: the inline name field (0x1000026F, an authored Editable
UiField -- live-DAT verified) gates the Create button's enabled state
exactly like retail (empty name = disabled = the whole refusal
mechanism, no separate error text); FellowshipShareXP's live value is
read at click time.

Actions + confirmations: Recruit/Dismiss/Quit/Disband/AssignLeader/
SetOpen all route through DeferredGameRuntimeStateCommands (new
Fellowship* methods) rather than a raw WorldSession send, so Quit
correctly picks up RuntimeFellowshipState's leader hand-off rule.
Button enable states port gmFellowshipUI::UpdateButtons verbatim. The
Open/Close button's caption swaps between the two DAT-resolved strings
cached once at Bind (never per-tick -- DatCollection is not safe to
touch unprotected from the render loop). RetailUiRuntime intercepts a
type-4 confirmation request before it reaches the generic
GameplayConfirmationController: IgnoreFellowshipRequests auto-declines,
FellowshipAutoAcceptRequests auto-accepts, neither set falls through to
the existing dialog machinery unchanged (D6).

D5 display: the per-fellow stats line uses retail's byte-decoded
even-split percentage table verbatim (1.0/.../.3111111/.28, default
0.0); the proportional branch omits the percentage rather than
inventing a formula (no acdream ExperienceToRaiseLevel table exists
yet). Both StringInfo variable substitution (row/stats/vitals text) and
ACCharGenData::FormatName (create-flow name canonicalization) are
unported prerequisites, so row text renders as plain numeric composites
-- register rows AD-80/AD-81 (docs commit).

D7: un-dims IgnoreFellowshipRequests/FellowshipAutoAcceptRequests
(consumed by the D6 auto-decline/accept) and FellowshipShareXP/
FellowshipShareLoot (consumed by Create + the page's own second
checkbox surface) on the Character tab -- 4 of 35 store-only rows
promoted to Live (31 remain dimmed).

Carry-forwards from the FA3 re-review, folded into this slice's
contract:
- UiTemplateListBox.FlushPreservingScroll -- preserves scroll offset
  across a rebuild instead of resetting to 0 (Flush's existing
  contract, unchanged, for Friends/Squelch).
- RowTemplateResolver -- the FA3 caching row-template resolver
  extracted from a MountSocialPanel local function into its own
  hermetically-testable class; now shared by Friends/Squelch/
  Fellowship's row families.
- Friends/Squelch scrollbars now resolve via the built
  UiTemplateListBox.ScrollbarElementId (DAT property 0x72) instead of
  a hardcoded literal, matching ConfigOptionsPageController's own OP6
  precedent.
- The Fellowship roster path never advances its revision latch on a
  partial resolver failure until the NEXT real membership change --
  never a per-frame retry loop.

Live-DAT verified (ACDREAM_PROBE_LIVE_MOUNT=1, extended
SocialPanelLiveMountProbeTests): the name field builds as UiField, all
11 buttons/checkboxes resolve, the row template's 5 checked fields
resolve to the right widget types, every checkbox label/tooltip and the
Open/Close captions resolve to real retail strings ("Open"/"Close"),
and a full production-path Bind() against live DATs produces zero
"not found" warnings.

App tests: +30 (7 UiTemplateListBox/RowTemplateResolver unit tests, 23
SocialFellowshipPageControllerTests covering roster diff/rebuild,
button enable rules, checkbox wiring, create-flow gating, D4
idempotency, and D5 formatting) plus 2 CharacterOptionsPageController
counts updated for the D7 un-dim (35->31 dimmed, 15->19 live).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-12 04:40:53 +02:00
parent 357d203202
commit 5bdd0528f1
16 changed files with 1941 additions and 114 deletions

View file

@ -1,6 +1,7 @@
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Net.Messages;
using AcDream.Core.Selection;
using AcDream.Core.Social;
using AcDream.Runtime;
@ -16,6 +17,45 @@ namespace AcDream.App.Tests.UI.Layout;
/// </summary>
public sealed class SocialPanelControllerTests
{
private static readonly RuntimeCommandResult InactiveResult =
new(RuntimeCommandStatus.Inactive, default);
/// <summary>Campaign FA slice FA4: the Fellowship page's full read/write
/// seam. Every command records its call (by name) into
/// <paramref name="calls"/> and returns <see cref="InactiveResult"/> —
/// hermetic tests here exercise WIRING (does clicking X call the right
/// delegate with the right argument), not live command semantics
/// (covered by <c>RuntimeFellowshipStateTests</c>/
/// <c>DirectGameRuntimeCommandAdapterTests</c>).</summary>
private static SocialFellowshipPageController.Bindings MakeFellowshipBindings(
List<string>? calls = null,
RuntimeFellowshipSnapshot snapshot = default,
IEnumerable<RuntimeFellowMemberSnapshot>? members = null,
SelectionState? selection = null,
uint localPlayerGuid = 0u,
Func<CharacterOptionId, bool>? currentCharacterOption = null,
Func<uint, uint, UiElement?>? templateResolver = null,
Func<uint, uint, string?>? resolveString = null)
{
calls ??= new List<string>();
return new SocialFellowshipPageController.Bindings(
Snapshot: () => snapshot,
Members: () => members ?? [],
TemplateResolver: templateResolver ?? FakeRowTemplateResolver,
Create: (name, shareXp) => { calls.Add($"fellowship-create:{name}:{shareXp}"); return InactiveResult; },
Recruit: guid => { calls.Add($"fellowship-recruit:{guid:X8}"); return InactiveResult; },
Dismiss: guid => { calls.Add($"fellowship-dismiss:{guid:X8}"); return InactiveResult; },
Quit: disband => { calls.Add($"fellowship-quit:{disband}"); return InactiveResult; },
AssignLeader: guid => { calls.Add($"fellowship-assign-leader:{guid:X8}"); return InactiveResult; },
SetOpen: isOpen => { calls.Add($"fellowship-set-open:{isOpen}"); return InactiveResult; },
SetPanelOpen: panelOpen => { calls.Add($"fellowship-set-panel-open:{panelOpen}"); return InactiveResult; },
Selection: selection ?? new SelectionState(),
LocalPlayerGuid: () => localPlayerGuid,
CurrentCharacterOption: currentCharacterOption ?? (_ => false),
SetCharacterOption: (id, value) => calls.Add($"fellowship-set-option:{id}:{value}"),
ResolveString: resolveString ?? ((_, _) => null));
}
private static SocialPanelController.Callbacks MakeCallbacks(
List<string>? calls = null,
RuntimeFellowshipSnapshot fellowship = default,
@ -26,7 +66,7 @@ public sealed class SocialPanelControllerTests
calls ??= new List<string>();
return new SocialPanelController.Callbacks(
Toggle: () => calls.Add("toggle"),
FellowshipSnapshot: () => fellowship,
Fellowship: MakeFellowshipBindings(calls, fellowship),
AllegianceSnapshot: () => allegiance,
Friends: friends ?? new FriendsState(),
Squelch: squelch ?? new SquelchState(),