fix #414: cursor disappears at character select after the in-world logoff

Session teardown (PlayerModeController.Exit/ResetSession ->
CameraController.ExitChaseMode) fell back to the dev free-fly camera, and
CameraPointerInputController.ApplyCursorForCameraMode faithfully applies
CursorMode.Raw (GLFW disabled cursor: hidden + captured) for fly mode —
so the character-select screen after an in-world logoff had no mouse.
Fresh boot starts in Orbit and never fires a mode change, which is why
only the post-logout path was affected.

Teardown now lands on Mode.Orbit — the exact state a fresh boot presents
at character select — and always notifies, so the pointer controller
restores CursorMode.Normal even when torn down from the dev fly camera.
The dev fly<->chase flow is untouched (it rides ToggleFly, never
ExitChaseMode).

Proven live both directions with a driven logout (UI probe 0x100000FA ->
dialog accept 0x17) under Win32 GetCursorInfo sampling: before, flags
flipped 1->0 exactly at the roster re-push that re-shows character select
and stayed hidden; after, zero hidden samples across the full timeline.
Files #415: the UI-probe 'wait world-visible' verb reads the reset
transit snapshot and is dead after reveal completion (test apparatus
only).

App tests 5564/3 skips (+3), Runtime 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-17 15:17:50 +02:00
parent 70f7f72d62
commit 7aa08045d8
3 changed files with 102 additions and 5 deletions

View file

@ -24,6 +24,48 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## #415 — UI-probe `wait world-visible` verb is dead after reveal completion (automation bridge reads the reset snapshot)
**Status:** OPEN (filed 2026-08-17 at the #414 cursor repro). The script
runner's `wait world-visible` polls
`WorldLifecycleAutomationController.IsWorldViewportVisible`, which reads
`_getReveal().WorldViewportObserved` from the LIVE transit snapshot. The
reveal's `event=complete` retires that generation and the snapshot resets
`WorldViewportObserved: false` (`RuntimeWorldTransitState.cs:583`), so the
verb only observes true during the sub-second window between
`event=world-visible` and `event=complete` — in practice it times out even
though the world revealed (proved by the #414 repro logs: `wait
world-visible 60000` timed out with `event=world-visible` present in the
same run's `[world-reveal]` stream). Fix shape: the automation controller
should latch world-visible per generation (or the verb should accept
`IsWorldReady`-style completed state), not read the transient snapshot.
Test apparatus only — no player impact.
## #414 — Mouse cursor disappears at character select after the in-world logoff (teardown fly-mode fallback raw-captures the cursor)
**Status:** ✅ FIXED 2026-08-17 (entry/exit presentation follow-up; fix +
regression tests in the same commit as this entry). **Symptom:** press the
indicator bar's X, confirm Yes, land on character select — the OS cursor is
gone (and captured). Second Enter still works; the cursor returns once a
world login re-enters chase mode. **Evidence:** live Win32 `GetCursorInfo`
sampling over the driven logout (scripted UI probe: `0x100000FA` → dialog
accept `0x17`) — cursor flags flipped `1 → 0` (hCursor `0x0`) exactly at
the roster re-push that re-shows character select, and stayed hidden.
**Root cause:** `CameraController.ExitChaseMode` (called from
`PlayerModeController.Exit`/`ResetSession` at every session teardown) fell
back to `Mode.Fly` — the pre-retail dev free-camera convention — and
`CameraPointerInputController.ApplyCursorForCameraMode` faithfully applies
`CursorMode.Raw` (GLFW disabled cursor: hidden + captured) for fly mode.
Fresh boot never fires a mode change at character select (starts Orbit), so
only the post-logout path was affected. **Fix:** teardown lands on
`Mode.Orbit` — the exact state a fresh boot presents at character select —
and always notifies, so the pointer controller restores `CursorMode.Normal`
even when torn down from the dev fly camera. The dev fly↔chase flow is
untouched (it rides `ToggleFly`, never `ExitChaseMode`).
`CameraControllerTests`: chase→orbit + notify, fly→orbit + notify,
orbit no-op no-notify; the old fly-fallback assertion updated to the new
contract.
## #413 — House tab shows no content (owned-house display, Display* line builders unported)
**Status:** NARROWED 2026-08-17 (House-tab ownership-text closer session);