fix #375: Configure Keyboard live mount — string resolver + parked template prototypes
Campaign OP gate 2: the screen opened as a visual mess (textless buttons/tabs, buttons above the window, overlapping text) while the fixture conformance suite stayed green — the #372 class again. Two root causes, both proven by the new env-gated live-DAT probe before fixing: 1. MountKeyboardConfig's main LayoutImporter.Build was the ONE mount in RetailUiRuntime not passing strings.Resolve — every AUTHORED caption (OK/Cancel/Defaults/Revert/Load/Save, the six ActionClass tab labels, the Command/Mapping column headers) built empty, while the controller's own resolveString row captions worked, which is why the screen was recognizable but textless. Fixed by passing the resolver like every sibling mount. 2. gmKeyboardUI authors its ListBox row templates (header 0x1000002E, action row 0x1000002F with the three 100x32 key buttons) as TOP-LEVEL siblings referenced by dat property 0x64. Retail never instantiates template-list elements as live widgets (AddItemFromTemplateList clones from the desc — the same re-import UiTemplateListBox's TemplateResolver performs), but ImportInfos built them parked at the screen's (0,0): three key buttons at y=0..32 ABOVE the framed panel (top y=62) — the 'outside the window' buttons — under a 570x40 header text overlapping them and the top chrome. ImportInfos now skips top-level elements referenced by a SAME-LAYOUT template list (the same skip class as the existing BaseElement-prototype filter; same-layout only because element ids collide across layouts — 0x10000211 is a page in BOTH the options and keyboard layouts). The probe (ACDREAM_PROBE_LIVE_MOUNT=1) pins both against the real DATs: prototypes absent from the built tree, and Defaults/Revert/OK/Cancel resolving on the resolver-passing build. Post-fix the import collapses to the framed 600x476 panel with every screen button inside its bounds. Full Release suite: 13,082 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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## #375 — Configure Keyboard screen renders as a visual mess at the live mount (missing button/tab captions, buttons outside the window, overlapping text)
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**Status:** OPEN — filed 2026-08-11 at Campaign OP's second connected gate
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(user report, verbatim observations): "all buttons lacked descriptive
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text", "some buttons were outside of the window", "lacked text in the
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tabs", "text next to the buttons was overlapping. Looked like a mess."
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The screen OPENED (the `[options] gameplay button 0x10000204 clicked`
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log line fired and the user saw the window), so the OP8 mount/wiring is
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alive — the defect family is presentation at the LIVE mount.
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**Status:** ROOT-CAUSED + FIXED (this commit) — pending the user's
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re-gate. Filed 2026-08-11 at Campaign OP's second connected gate (user
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report, verbatim): "all buttons lacked descriptive text", "some buttons
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were outside of the window", "lacked text in the tabs", "text next to
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the buttons was overlapping. Looked like a mess."
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**Same false-negative class as #372:** `KeyboardConfigControllerTests`
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runs green against the committed `keyboard_config_21000009.json` fixture,
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so the structural conformance suite cannot see whatever the live
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DAT mount does differently (string resolution, template sizing,
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anchor baselines, window extent). Diagnosis must start from live-mount
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evidence, not the fixture: extend the `ACDREAM_PROBE_LIVE_MOUNT=1` probe
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(`OptionsPanelLiveMountProbeTests` pattern) to mount `0x21000009` against
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the real DATs and dump per-element rect + resolved caption, then compare
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against the user's four observations. Candidate families (to CONFIRM, not
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assume): caption lookups missing their real string table (the exact
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`0x2300000D` class from #372's session), row-template text elements
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sized/positioned from degenerate baselines, and the screen's authored
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extent vs where children actually land.
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**TWO root causes, both proven by the live-DAT probe**
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(`tests/AcDream.App.Tests/UI/Layout/KeyboardConfigLiveMountProbeTests.cs`,
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`ACDREAM_PROBE_LIVE_MOUNT=1` — the #372-class fixture suite was green
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throughout, again):
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**Blocks the OP8 connected gate.**
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1. **The missing string resolver** ("buttons lacked text" + "no text in
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tabs"): `RetailUiRuntime.MountKeyboardConfig`'s main
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`LayoutImporter.Build` call was the ONE mount in that class not
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passing `strings.Resolve` — every AUTHORED caption (OK / Cancel /
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Defaults / Revert / Load File... / Save As..., the six ActionClass
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tab labels, the Command / Mapping 1-3 column headers) built empty,
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while the controller's own `resolveString` lookups (row captions)
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worked, which is why the screen was recognizable but textless. The
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probe builds the same layout both ways: resolver-less = every caption
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`''`; with resolver = `Movement/Camera/Combat/UI/CharacterSettings/
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Emotes`, `Command`, `Mapping 1/2/3`, `OK`, `Cancel`, ... Fix: pass
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the resolver, like every sibling mount.
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2. **Parked row-template prototypes** ("buttons outside the window" +
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"overlapping text"): `gmKeyboardUI` (`0x21000009`) authors its
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ListBox row templates — the header text `0x1000002E` and the action
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row `0x1000002F` carrying the three 100x32 key buttons — as ordinary
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TOP-LEVEL siblings of the screen, referenced by dat property `0x64`
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(the template list). Retail never instantiates template-list elements
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as live widgets (`AddItemFromTemplateList` clones from the desc — the
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same re-import our `UiTemplateListBox.TemplateResolver` performs), but
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`LayoutImporter.ImportInfos` built them as live elements parked at the
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screen's (0,0): three key buttons at screen top y=0..32, ABOVE the
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framed panel (which starts at y=62) — the "outside the window"
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buttons — with the 570x40 header text overlapping them and the
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window's top chrome. Fix: `ImportInfos(dats, layoutId)` now skips
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top-level elements referenced by a SAME-LAYOUT template list (the
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same skip class as the existing BaseElement-prototype filter;
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same-layout only, because element ids collide across layouts —
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`0x10000211` is a page in BOTH the options and keyboard layouts).
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Post-fix the import collapses to the framed 600x476 panel with every
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screen button inside its bounds.
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**Blocks the OP8 connected gate** — re-gate §OP8 after this commit.
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## #374 — Config tab: picking a new Resolution does not resize the window (live gate failure)
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@ -869,6 +869,17 @@ Three live runs against local ACE (`127.0.0.1:9000`, `+Acdream`,
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## OP8 — Configure Keyboard
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> **Gate-2 re-test note (#375):** the first look at this screen was a
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> visual mess — textless buttons/tabs, stray buttons above the window,
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> overlapping text. Two root causes, both fixed: the screen's build was
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> missing its string resolver (every authored caption rendered empty),
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> and the row-template prototypes (a header + a three-button row) were
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> being built as live widgets parked at the screen's top-left. Expect
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> now: captioned tabs (Movement/Camera/Combat/UI/CharacterSettings/
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> Emotes), captioned buttons (Defaults/Revert/OK/Cancel, Load File.../
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> Save As...), Command + Mapping 1-3 column headers, and NOTHING
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> rendered above or outside the framed panel.
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**Known, tracked behaviors — do NOT file as defects (read before testing):**
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- **Shared combat keys prompt a false conflict (ISSUES #373).** Retail
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