fix(ui): OP8 rework — activation/scope preservation, camera-row de-alias, conflict-confirm dialog

Fixes the three MUST-FIX findings from the 2026-08-11 combined dual-lens
review of commit b4edee97 (docs/research/2026-08-11-op8-review.md).

M1 — SetForAction destroyed ActivationType/InputScope on every write,
collapsing walk-mode's Hold, the three combat-scoped bindings, and
CameraInstantMouseLook's mouse chord the instant a row (including
Defaults, which touches all ~140 mapped rows at once) wrote back.
Widened the Bindings seam to carry the full Binding (chord + activation
+ scope), not a bare chord: KeyboardConfigController captures each
row's live Activation/Scope ONCE at build time (every multi-chord
action in KeyBindings.RetailDefaults() shares one pair across all its
bindings) and reapplies it on every write — rebind, Cancel/Revert, and
Defaults (which restores DAT-sourced KEYS only, never touches the
pair). New tests pin this across both Defaults and Cancel for a
Hold+MeleeCombat-scoped action.

M2 — InputMap 0x5 (CameraControls) and 0x6 (CameraAlternateControls)
aliased one InputAction each: both rows read/wrote the same live target,
so they showed identical stale chords, a rebind of one silently wiped
the other, and a row could conflict with its own twin. Building real
per-scheme dual-binding storage (or new InputAction members plus the
camera-dispatch code to consume them) is a feature, not a one-line fix.
Chose the third option: only ctx 0x5 — the scheme RetailDefaults()
actually has live support for — maps to InputAction; ctx 0x6 falls
through to the existing unmapped/store-only path (AP-203), fully
rendered, bindable, and persisted, honestly carrying no live effect.
This also retired 10 stale allowlist entries in the DAT-vs-
RetailDefaults() round-trip test: with the alias gone, ctx 0x5 alone
matches RetailDefaults() exactly for all twelve Camera actions.

M3 — the auto-reassign-on-conflict path was wired silent in production
(NotifyReassigned: _ => "") though the contract asked for a prompt and
retail confirms before overwriting (OpenOverwriteBindingDialog). Wired
a real confirm dialog through RetailDialogFactory.MakeConfirmation —
the same seam GameplayConfirmationController already uses — read
lazily since DialogFactory mounts after MountKeyboardConfig in
Initialize()'s order. Only reassigns on accept; decline leaves every
row untouched. AP-204 (which recorded the narrowing) is RETIRED; the
still-true OK/Cancel left-click-vs-right-click-release note moves to a
code comment (zero observable difference, doesn't warrant a register
row). Reverted the gate script's step 9 from documenting the silent
shape back to the real confirm-prompt behavior.

SHOULD-FIX addressed as one-liners in files already touched:
- S1: non-user-bindable conflicts are now checked BEFORE any row
  conflict (retail's own order), and ALL conflicting rows are collected
  (N-way), not just the first match.
- S3: Save wraps the file-write pair in the same try/catch
  RuntimeKeyBindingTarget.Apply already uses for keybinds.json.
- S4: assigning "Mapping 3" on a row with no existing bindings now
  lands on display index 2, not index 0 — ReplaceSlotValue trims only
  TRAILING empty slots instead of stripping every default(KeyChord).
  Right-click on an already-empty slot is now a no-op instead of
  shifting later bindings.
- S6: UiButton.OnRightClick returns false (unhandled, bubbles to
  parent) when no handler is set, disabled or not — matching the
  pre-existing behavior the class doc already claimed.

Left for a future pass (not one-liners): S2 (ActionMap.ConflictingMaps
is still unread — the conflict scan treats all 306 rows as one flat
universe instead of respecting the DAT's own legitimately-shared-key
table) and S5 (the ~330 DAT layout imports still run eagerly at mount
instead of lazily on first open).

19 KeyboardConfigControllerTests (was 12): +2 activation/scope
preservation (Defaults, Cancel), +1 camera de-alias, +2 confirm-dialog
accept/decline, +1 non-bindable-takes-priority-over-row-conflict, +1
sparse-row third-slot placement. Full solution suite 13,154 passed / 4
skipped / 0 failed (this round's baseline 13,147/4/0, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-11 09:53:10 +02:00
parent b4edee970f
commit b1968ce980
8 changed files with 521 additions and 163 deletions

View file

@ -2331,13 +2331,17 @@ public sealed class RetailUiRuntime : IDisposable
},
resolveString: (tableId, stringId) => strings.Resolve(tableId, stringId),
new Layout.KeyboardConfigController.Bindings(
CurrentForAction: action => dispatcher.Bindings.ForAction(action)
.Select(b => b.Chord).ToArray(),
SetForAction: (action, chords) =>
// M1 (2026-08-11 review): read/write the FULL live Binding
// (chord + activation + scope), not a bare chord — SetForAction
// used to reconstruct every Binding with the constructor's bare
// defaults (Press/Game), collapsing walk-mode's Hold and every
// combat-scoped binding's scope the instant a row wrote back.
CurrentForAction: action => dispatcher.Bindings.ForAction(action).ToArray(),
SetForAction: (action, newBindings) =>
{
KeyBindings updated = CloneWithout(dispatcher.Bindings, action);
foreach (KeyChord chord in chords)
updated.Add(new Binding(chord, action));
foreach (Binding b in newBindings)
updated.Add(b);
dispatcher.SetBindings(updated);
},
CurrentForUnmapped: key => unmapped.Get(key.InputMapId, key.ActionId),
@ -2346,8 +2350,20 @@ public sealed class RetailUiRuntime : IDisposable
chord => onResult(chord == default ? null : chord)),
Save: () =>
{
dispatcher.Bindings.SaveToFile(keyboard.KeyBindingsFilePath);
unmapped.SaveToFile(unmappedPath);
// S3 (2026-08-11 review): match the existing keybinds.json
// writer's own discipline (RuntimeKeyBindingTarget.Apply) —
// an IO failure is reported, not thrown out of UiButton.OnClick
// into the input/render loop, and does not roll back the
// already-accepted live binding.
try
{
dispatcher.Bindings.SaveToFile(keyboard.KeyBindingsFilePath);
unmapped.SaveToFile(unmappedPath);
}
catch (Exception failure)
{
Console.WriteLine($"keyboard config: save failed: {failure.Message}");
}
},
Toggle: () => ToggleWindow(WindowNames.KeyboardConfig),
DisplaySystemMessage: text =>
@ -2355,13 +2371,20 @@ public sealed class RetailUiRuntime : IDisposable
if (!string.IsNullOrEmpty(text)) _bindings.Options.DisplaySystemMessage(text);
},
NonBindableRefusalText: refusalText ?? string.Empty,
// No retail string exists for "binding reassigned" — retail's
// own flow only shows the confirm-before-reassign dialog
// (research doc §5.4's OpenOverwriteBindingDialog), never a
// post-reassign notice. This port's auto-reassign (register
// row) stays silent rather than inventing English for a
// message retail never had.
NotifyReassigned: _ => string.Empty));
// M3 (2026-08-11 review): retail's OpenOverwriteBindingDialog —
// confirm through the SAME RetailDialogFactory/MakeConfirmation
// seam GameplayConfirmationController already uses, before
// reassigning. DialogFactory is mounted AFTER MountKeyboardConfig
// in Initialize()'s order, so this reads the property lazily
// (Initialize() has always finished by the time a user can
// actually open this screen and trigger a capture).
ConfirmOverwrite: (message, onResult) =>
{
if (DialogFactory is null) { onResult(false); return; }
DialogFactory.MakeConfirmation(
message,
data => onResult(data.GetBoolean(RetailDialogProperty.ConfirmationResult)));
}));
if (controller is null)
{