fix(ui): pre-merge code review — apply persisted settings without devtools, hide inert sliders

Two should-fix items from the pre-merge code review pass:

1. Persisted settings now apply on startup unconditionally
   (previously gated on ACDREAM_DEVTOOLS=1).
2. Music + Ambient volume sliders are hidden because the
   underlying engine paths don't exist yet (R5 MIDI playback).

== 1. Settings load + apply outside DevToolsEnabled gate ==

Previous structure put SettingsStore construction, LoadDisplay /
LoadAudio / etc, and ApplyDisplayWindowState inside the
`if (DevToolsEnabled)` block. A user running with the env var unset
silently got WindowOptions defaults (1280x720 / VSync=false /
60° FOV) instead of their saved settings.json values — even though
the settings file existed and was valid.

Refactored: extracted LoadAndApplyPersistedSettings() that runs
unconditionally in OnLoad after _audioEngine is constructed but
before the DevToolsEnabled block. Persisted values cached as
_persistedDisplay / _persistedAudio / _persistedGameplay /
_persistedChat / _persistedCharacter fields. The Settings PANEL
construction (devtools-gated, naturally — no UI without ImGui) now
reads those fields when wiring SettingsVM.

The Settings UI gating is correct (panel needs ImGui devtools);
the persisted-runtime-state gating was the bug.

== 2. Music + Ambient sliders hidden ==

OpenAlAudioEngine has Music/MusicVolume/Ambient/AmbientVolume
properties but they're never read — PlayMusic is a stub for R5 MIDI
playback that hasn't shipped, StartAmbient reserves a handle but
doesn't start a source. Dragging those sliders moved a number that
nothing observed.

Hid the Music + Ambient sliders from RenderAudioTab; left the
AudioSettings record fields intact so settings.json round-trips
the values across phases — when R5 lands and the sliders return,
saved values will already be in place. Updated the panel's footer
note to call out the limitation. Updated
Audio_tab_when_active_renders_implemented_volume_sliders to assert
Master + SFX are present AND Music + Ambient are absent.

dotnet build green; dotnet test 1,309 / 1,309 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-27 06:22:35 +02:00
parent 944a0364c5
commit a37ebdebff
3 changed files with 114 additions and 62 deletions

View file

@ -816,6 +816,17 @@ public sealed class GameWindow : IDisposable
}
}
// L.0 follow-up — load + apply persisted Display / Audio settings
// BEFORE the DevToolsEnabled block. The settings.json values
// (resolution, vsync, FOV, master volume, etc) are runtime
// settings, not devtools settings — a user running without
// ACDREAM_DEVTOOLS=1 still expects their saved values to take
// effect. The Settings PANEL (editing UI) is gated on devtools;
// the persisted state is not. Caches values into fields so the
// SettingsVM construction in the devtools block reads them
// without re-loading.
LoadAndApplyPersistedSettings();
// Phase D.2a — ImGui devtools overlay. Zero cost when the env var
// isn't set: no context creation, no per-frame branches hit.
// See docs/plans/2026-04-24-ui-framework.md + memory/project_ui_architecture.md.
@ -905,48 +916,15 @@ public sealed class GameWindow : IDisposable
// the draft. Construction is null-safe vs. the
// dispatcher because the dispatcher is built earlier in
// the same OnLoad path (see _inputDispatcher field).
if (_inputDispatcher is not null)
if (_inputDispatcher is not null && _settingsStore is not null)
{
// L.0 — settings.json (display + audio + gameplay + chat
// + character). Coexists with keybinds.json, which
// keeps its own load/save path. Field-stored so the
// post-EnterWorld branch can re-load the chosen
// toon's character bag.
_settingsStore = new AcDream.UI.Abstractions.Panels.Settings.SettingsStore(
AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
var settingsStore = _settingsStore;
var persistedDisplay = settingsStore.LoadDisplay();
var persistedAudio = settingsStore.LoadAudio();
var persistedGameplay = settingsStore.LoadGameplay();
var persistedChat = settingsStore.LoadChat();
// Character bag is loaded against _activeToonKey ("default"
// until BeginLiveSessionAsync swaps in the real name).
var persistedCharacter = settingsStore.LoadCharacter(_activeToonKey);
// L.0 Display tab — apply persisted window-level
// settings BEFORE the first frame so the user's saved
// VSync / Resolution / Fullscreen take effect from
// the start instead of flashing the WindowOptions
// defaults. FOV and ShowFps come through the
// per-frame push in OnRender so live preview works.
if (_window is not null)
{
if (_window.VSync != persistedDisplay.VSync)
_window.VSync = persistedDisplay.VSync;
ApplyDisplayWindowState(persistedDisplay);
}
// Apply persisted audio to the engine BEFORE the panel
// host starts pushing per-frame so the first frame uses
// the user's saved values instead of engine defaults.
if (_audioEngine is not null && _audioEngine.IsAvailable)
{
_audioEngine.MasterVolume = persistedAudio.Master;
_audioEngine.MusicVolume = persistedAudio.Music;
_audioEngine.SfxVolume = persistedAudio.Sfx;
_audioEngine.AmbientVolume = persistedAudio.Ambient;
}
// L.0 — SettingsStore + persisted-settings load + apply
// happened earlier in OnLoad via
// LoadAndApplyPersistedSettings (settings are runtime
// state, not devtools state — they take effect even
// when ACDREAM_DEVTOOLS=0). Here we just construct the
// Settings PANEL on top of the already-loaded values.
var settingsStore = _settingsStore;
_settingsVm = new AcDream.UI.Abstractions.Panels.Settings.SettingsVM(
persisted: _keyBindings,
dispatcher: _inputDispatcher,
@ -966,7 +944,7 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($"keybinds: save failed: {ex.Message}");
}
},
persistedDisplay: persistedDisplay,
persistedDisplay: _persistedDisplay,
onSaveDisplay: display =>
{
try
@ -987,7 +965,7 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($"settings: display save failed: {ex.Message}");
}
},
persistedAudio: persistedAudio,
persistedAudio: _persistedAudio,
onSaveAudio: audio =>
{
try
@ -1002,7 +980,7 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($"settings: audio save failed: {ex.Message}");
}
},
persistedGameplay: persistedGameplay,
persistedGameplay: _persistedGameplay,
onSaveGameplay: gameplay =>
{
try
@ -1020,7 +998,7 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($"settings: gameplay save failed: {ex.Message}");
}
},
persistedChat: persistedChat,
persistedChat: _persistedChat,
onSaveChat: chat =>
{
try
@ -1039,7 +1017,7 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($"settings: chat save failed: {ex.Message}");
}
},
persistedCharacter: persistedCharacter,
persistedCharacter: _persistedCharacter,
onSaveCharacter: character =>
{
try
@ -5430,6 +5408,67 @@ public sealed class GameWindow : IDisposable
// first EnterWorld.
private AcDream.UI.Abstractions.Panels.Settings.SettingsStore? _settingsStore;
private string _activeToonKey = "default";
// L.0 follow-up: persisted-settings cache populated by
// LoadAndApplyPersistedSettings (runs unconditionally in OnLoad,
// not gated on DevToolsEnabled). The Settings PANEL construction
// — which IS gated on devtools — reads these fields when wiring
// SettingsVM. Defaults are placeholders; LoadAndApplyPersistedSettings
// overwrites them with values from settings.json (or per-section
// defaults when the file is missing/corrupt).
private AcDream.UI.Abstractions.Panels.Settings.DisplaySettings _persistedDisplay
= AcDream.UI.Abstractions.Panels.Settings.DisplaySettings.Default;
private AcDream.UI.Abstractions.Panels.Settings.AudioSettings _persistedAudio
= AcDream.UI.Abstractions.Panels.Settings.AudioSettings.Default;
private AcDream.UI.Abstractions.Panels.Settings.GameplaySettings _persistedGameplay
= AcDream.UI.Abstractions.Panels.Settings.GameplaySettings.Default;
private AcDream.UI.Abstractions.Panels.Settings.ChatSettings _persistedChat
= AcDream.UI.Abstractions.Panels.Settings.ChatSettings.Default;
private AcDream.UI.Abstractions.Panels.Settings.CharacterSettings _persistedCharacter
= AcDream.UI.Abstractions.Panels.Settings.CharacterSettings.Default;
/// <summary>
/// L.0 follow-up: load every section from settings.json + apply the
/// runtime-affecting ones (Display window state + Audio engine
/// volumes) at startup. Runs unconditionally — settings are runtime
/// state, not devtools state. Without this, a user running with
/// <c>ACDREAM_DEVTOOLS=0</c> would silently get WindowOptions
/// defaults instead of their saved Display/Audio preferences.
/// </summary>
private void LoadAndApplyPersistedSettings()
{
_settingsStore = new AcDream.UI.Abstractions.Panels.Settings.SettingsStore(
AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
_persistedDisplay = _settingsStore.LoadDisplay();
_persistedAudio = _settingsStore.LoadAudio();
_persistedGameplay = _settingsStore.LoadGameplay();
_persistedChat = _settingsStore.LoadChat();
// _activeToonKey is "default" pre-EnterWorld; the post-login
// branch in BeginLiveSessionAsync swaps to the chosen toon's
// name and re-loads via SettingsVM.LoadCharacterContext.
_persistedCharacter = _settingsStore.LoadCharacter(_activeToonKey);
// Apply Display to the Silk.NET window. VSync goes via the
// window property; resolution + fullscreen go through
// ApplyDisplayWindowState which is shared with the on-Save path.
if (_window is not null)
{
if (_window.VSync != _persistedDisplay.VSync)
_window.VSync = _persistedDisplay.VSync;
ApplyDisplayWindowState(_persistedDisplay);
}
// Apply Audio to the OpenAL engine. Master + Sfx are wired
// through to the engine; Music + Ambient are stored but inert
// until R5 MIDI/ambient-loop engines exist (assigning them is
// harmless — the engine just doesn't read them yet).
if (_audioEngine is not null && _audioEngine.IsAvailable)
{
_audioEngine.MasterVolume = _persistedAudio.Master;
_audioEngine.MusicVolume = _persistedAudio.Music;
_audioEngine.SfxVolume = _persistedAudio.Sfx;
_audioEngine.AmbientVolume = _persistedAudio.Ambient;
}
}
/// <summary>
/// L.0 Display tab: framebuffer-resize handler — update GL viewport

View file

@ -226,11 +226,15 @@ public sealed class SettingsPanel : IPanel
}
/// <summary>
/// Render the Audio tab — four volume sliders (Master / Music / SFX /
/// Ambient). Volumes update <i>live</i>: the host pushes the VM's
/// AudioDraft into the running OpenAL engine each frame, so dragging
/// a slider is audible immediately. Cancel reverts the draft and the
/// engine catches up on the next frame.
/// Render the Audio tab — Master + SFX volume sliders (live preview
/// against the running OpenAL engine). Music + Ambient fields exist
/// in <see cref="AudioSettings"/> and persist round-trip, but their
/// sliders are intentionally hidden here because the underlying
/// engine paths (PlayMusic / StartAmbient) are stubbed for R5 MIDI
/// playback that hasn't shipped yet — exposing the sliders would be
/// "moving a knob that does nothing." When R5 lands, restore the
/// hidden sliders below and the JSON-persisted values will already
/// be in place.
/// </summary>
private void RenderAudioTab(IPanelRenderer renderer)
{
@ -240,22 +244,26 @@ public sealed class SettingsPanel : IPanel
if (renderer.SliderFloat("Master", ref master, 0f, 1f))
_vm.SetAudio(a with { Master = master });
float music = a.Music;
if (renderer.SliderFloat("Music", ref music, 0f, 1f))
_vm.SetAudio(a with { Music = music });
float sfx = a.Sfx;
if (renderer.SliderFloat("SFX", ref sfx, 0f, 1f))
_vm.SetAudio(a with { Sfx = sfx });
float ambient = a.Ambient;
if (renderer.SliderFloat("Ambient", ref ambient, 0f, 1f))
_vm.SetAudio(a with { Ambient = ambient });
// Music + Ambient hidden until R5 MIDI / ambient-loop engines
// exist. AudioSettings still carries the fields so the JSON
// round-trips and a future client doesn't drop them on save.
//
// float music = a.Music;
// if (renderer.SliderFloat("Music", ref music, 0f, 1f))
// _vm.SetAudio(a with { Music = music });
// float ambient = a.Ambient;
// if (renderer.SliderFloat("Ambient", ref ambient, 0f, 1f))
// _vm.SetAudio(a with { Ambient = ambient });
renderer.Spacing();
renderer.TextWrapped(
"Volume changes preview live as you drag. Save persists the "
+ "values to settings.json; Cancel reverts to the saved values.");
+ "values to settings.json; Cancel reverts to the saved values. "
+ "Music + Ambient mixing arrives with R5 MIDI playback.");
}
/// <summary>