fix(mosstank): unclickable button, empty skill list, dev font, and chat output

Four defects from the first in-world look, three of them with a definite root
cause rather than a plausible one.

**The Buff button did nothing.** Not a hit-testing problem -- the pointer found
the button perfectly. UiRoot's press handling asks the pressed widget whether
it owns the pointer; a widget that does not claim the press falls through to
"move the ancestor window", and a window drag returns early on release without
ever emitting a Click. UiButton and UiClickablePanel both override
HandlesClick for exactly this reason; UiSimpleButton never did. Latent since
that class was written, and invisible until it was put inside a draggable
window -- which is precisely what a markup plugin panel is.

Found by reproducing it headlessly through the real UiRoot dispatcher rather
than by reasoning about it: MarkupPanelClickTests drives press-and-release over
the button and asserts the bound action ran, with a separate test asserting the
pointer finds the button at all, so a future failure says which half broke.
My earlier guess -- that a modal at character select was swallowing the click
-- was wrong, and the screenshot of the panel live in world disproved it.

**"0 trained skills".** The skill-name table was read in OnLoad *before*
GameWindowCompositionPipeline.Run, which is what publishes the DAT collection,
so _dats was still null, the whole block was skipped, and the surface reported
an empty skill list with nothing to explain it. Bound in PublishDatCollection
instead -- the moment the data exists -- so it cannot run early again whatever
the phase ordering does, and a genuinely missing SkillTable now says so.

**Plugin text used the development bitmap font.** UiLabel and UiSimpleButton
gained a DatFont, and MarkupDocument now takes the retail interface font from
the host, so plugin panels render through the same glyph path (including
retail's two-plane outline) as authored panels.

**MossTank now writes to chat.** New BCL-only IPluginChat routes to retail's
ClientLocal log type (0x1A) -- the channel the client uses for its own notices,
local to this client, so a plugin cannot speak in the player's name. MossTank
announces the start, the finish with a cast count, and a stall.

Not addressed here: the cursor showing blue rather than amber. Traced but not
fixed -- CursorFeedbackController picks the cursor family from combat mode, and
CombatMode.Magic selects the blue Magic cursor where Default is amber. That is
a combat-mode question, unrelated to this change, and worth its own look rather
than a speculative fix folded in here.

Solution builds clean; 14,437 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-20 18:27:28 +02:00
parent 17ebfc434d
commit b9674b1f1e
8 changed files with 240 additions and 22 deletions

View file

@ -1,3 +1,4 @@
using AcDream.Core.Chat;
using AcDream.Core.Player;
using AcDream.Core.Spells;
using AcDream.Plugin.Abstractions;
@ -25,11 +26,13 @@ namespace AcDream.App.Plugins;
/// </para>
/// </remarks>
internal sealed class AppAutomationSurface
: IAutomationSurface, ICharacterInfo, ISpellCatalog, IMagicCommands, IDisposable
: IAutomationSurface, ICharacterInfo, ISpellCatalog, IMagicCommands, IPluginChat,
IDisposable
{
private readonly object _gate = new();
private GameRuntime? _runtime;
private RuntimeCommunicationState? _communication;
private RuntimeCharacterState? _character;
private RuntimeSpellCastState? _cast;
private Spellbook? _spellbook;
@ -74,6 +77,7 @@ internal sealed class AppAutomationSurface
public ICharacterInfo Character => this;
public ISpellCatalog Spells => this;
public IMagicCommands Magic => this;
public IPluginChat Chat => this;
/// <summary>Bind the surface to the runtime's gameplay owners.</summary>
public void Bind(
@ -90,6 +94,7 @@ internal sealed class AppAutomationSurface
return;
DetachLocked();
_runtime = runtime;
_communication = runtime.CommunicationOwner;
_character = character;
_cast = cast;
_spellbook = spellbook;
@ -132,6 +137,7 @@ internal sealed class AppAutomationSurface
_character = null;
_cast = null;
_runtime = null;
_communication = null;
}
private void OnSpellbookChanged() => RebuildSpellbook();
@ -361,6 +367,22 @@ internal sealed class AppAutomationSurface
return false;
}
// ── IPluginChat ───────────────────────────────────────────────────────
/// <summary>
/// Routed to retail's ClientLocal log type (0x1A) — the channel the client
/// uses for its own notices. Nothing reaches the server, so a plugin cannot
/// accidentally speak in the player's name.
/// </summary>
public void PostSystemMessage(string text)
{
if (string.IsNullOrEmpty(text))
return;
RuntimeCommunicationState? communication;
lock (_gate)
communication = _communication;
communication?.AddText(text, RetailLogTextType.ClientLocal);
}
// ── IMagicCommands ────────────────────────────────────────────────────
public bool IsCasting
{

View file

@ -894,9 +894,32 @@ public sealed class GameWindow :
PublishCompositionOwner(ref _cameraPointerInput, value, "camera pointer input");
void IGameWindowContentEffectsAudioPublication.PublishDatCollection(
IDatReaderWriter value) =>
IDatReaderWriter value)
{
PublishCompositionOwner(ref _dats, value, "DAT collection");
// Retail skill names for the plugin automation surface, bound here
// because this is the moment the dats exist. Reading them earlier in
// OnLoad silently produced an empty table -- the composition phase that
// publishes the collection had not run yet -- and a plugin then saw
// zero skills with no error to explain it.
if (_automation is null)
return;
if (!value.TryGet<DatReaderWriter.DBObjs.SkillTable>(0x0E000004u, out var skillTable)
|| skillTable is null)
{
Console.Error.WriteLine(
"plugin automation: retail SkillTable 0x0E000004 missing; "
+ "plugins will see unnamed skills");
return;
}
var names = new Dictionary<uint, string>(skillTable.Skills.Count);
foreach (var entry in skillTable.Skills)
names[(uint)entry.Key] = entry.Value.Name;
_automation.BindSkillNames(names);
}
void IGameWindowContentEffectsAudioPublication.PublishPreparedAssetSource(
IPreparedAssetSource value) =>
PublishCompositionOwner(
@ -1313,20 +1336,6 @@ public sealed class GameWindow :
// the executable's, so the loss is visible on every surface.
WindowIconLoader.Apply(_window!);
// Retail skill names for the plugin automation surface. Read here
// rather than at construction because content opens in OnLoad; a
// plugin showing "Life Magic" instead of "skill 33" needs the same
// table the character panel uses.
if (_automation is not null && _dats is not null
&& _dats.TryGet<DatReaderWriter.DBObjs.SkillTable>(0x0E000004u, out var skillTable)
&& skillTable is not null)
{
var names = new Dictionary<uint, string>(skillTable.Skills.Count);
foreach (var entry in skillTable.Skills)
names[(uint)entry.Key] = entry.Value.Name;
_automation.BindSkillNames(names);
}
GameWindowCompositionPipeline.Run<
GameWindowPlatformResult<GameWindowGraphics, IInputContext>,
HostInputCameraResult,

View file

@ -18,9 +18,14 @@ public static class MarkupDocument
/// <param name="binding">Object whose public properties are bound to <c>{PropName}</c> attributes.</param>
/// <param name="resolve">Surface id → (GL handle, width, height) for chrome sprites.</param>
/// <param name="style">Optional controls.ini stylesheet for the title color.</param>
/// <param name="datFont">
/// Retail interface font. Supplied by the host so plugin panels render
/// their text through the same glyph path as authored panels; without it
/// they fall back to the development bitmap font and look foreign.
/// </param>
public static UiNineSlicePanel Build(
string xml, object binding, Func<uint, (uint, int, int)> resolve,
ControlsIni? style = null)
ControlsIni? style = null, UiDatFont? datFont = null)
{
var root = XDocument.Parse(xml).Root ?? throw new FormatException("empty markup");
if (root.Name.LocalName != "panel")
@ -62,7 +67,10 @@ public static class MarkupDocument
if (!string.IsNullOrEmpty(title))
{
Vector4 tc = style is not null && style.TryColor("title", "color", out var c) ? c : Vector4.One;
panel.AddChild(new UiLabel { Text = title, Left = 8, Top = 4, TextColor = tc });
panel.AddChild(new UiLabel
{
Text = title, Left = 8, Top = 4, TextColor = tc, DatFont = datFont,
});
}
foreach (var el in root.Elements())
@ -102,6 +110,7 @@ public static class MarkupDocument
Left = F(el, "x"),
Top = F(el, "y"),
TextSource = BindString((string?)el.Attribute("text"), binding),
DatFont = datFont,
};
if (el.Attribute("color") is not null)
label.TextColor = Color((string?)el.Attribute("color"));
@ -133,6 +142,7 @@ public static class MarkupDocument
Width = F(el, "w"),
Height = F(el, "h"),
Text = (string?)el.Attribute("text") ?? string.Empty,
DatFont = datFont,
};
// A bound caption lets the button re-label itself (Buff /
// Stop) from the same binding object.

View file

@ -3853,7 +3853,8 @@ public sealed class RetailUiRuntime : IDisposable
xml,
panel.Binding,
_bindings.Assets.ResolveSprite,
_bindings.Assets.Controls);
_bindings.Assets.Controls,
_bindings.Assets.DefaultFont);
Host.Root.AddChild(element);
_bindings.Plugins.CompleteMount(panel, Host.Root, element);
Console.WriteLine($"[D.2b] plugin UI panel loaded: {panel.MarkupPath}");

View file

@ -78,10 +78,26 @@ public class UiLabel : UiElement
/// </summary>
public Func<string?>? TextSource { get; set; }
/// <summary>
/// Retail dat font. When set the label renders through the same glyph path
/// every authored panel uses, so plugin text matches the rest of the
/// interface instead of falling back to the development bitmap font.
/// </summary>
public UiDatFont? DatFont { get; set; }
/// <summary>Two-plane glyph outline, as retail draws interface text.</summary>
public bool Outline { get; set; } = true;
public UiLabel() { ClickThrough = true; }
protected override void OnDraw(UiRenderContext ctx)
=> ctx.DrawString(TextSource?.Invoke() ?? Text, 0, 0, TextColor);
{
string text = TextSource?.Invoke() ?? Text;
if (DatFont is { } dat)
ctx.DrawStringDat(dat, text, 0, 0, TextColor, Outline);
else
ctx.DrawString(text, 0, 0, TextColor);
}
}
/// <summary>
@ -104,8 +120,26 @@ public class UiSimpleButton : UiPanel
/// without the binding object touching UI objects.
/// </summary>
public Func<string?>? TextSource { get; set; }
/// <summary>Retail dat font for the caption; see <see cref="UiLabel.DatFont"/>.</summary>
public UiDatFont? DatFont { get; set; }
/// <summary>Two-plane glyph outline, as retail draws interface text.</summary>
public bool Outline { get; set; } = true;
public event System.Action? Click;
/// <summary>
/// Without this the button is unclickable inside any draggable window.
/// UiRoot's press handling asks the pressed widget whether it owns the
/// pointer; a widget that does not claim the press falls through to
/// "move the ancestor window", which swallows the release and never emits
/// a Click. <see cref="UiButton"/> and <see cref="UiClickablePanel"/>
/// already declare it — this one did not, which is why a markup plugin
/// panel's button did nothing while its hit-test was perfectly fine.
/// </summary>
public override bool HandlesClick => true;
public UiSimpleButton()
{
BackgroundColor = new Vector4(0.1f, 0.1f, 0.15f, 0.8f);
@ -126,8 +160,19 @@ public class UiSimpleButton : UiPanel
{
base.OnDraw(ctx);
string caption = TextSource?.Invoke() ?? Text;
if (caption.Length == 0 || ctx.DefaultFont is null) return;
if (caption.Length == 0) return;
if (DatFont is { } dat)
{
float datW = dat.MeasureWidth(caption);
ctx.DrawStringDat(
dat, caption,
(Width - datW) * 0.5f, (Height - dat.LineHeight) * 0.5f,
TextColor, Outline);
return;
}
if (ctx.DefaultFont is null) return;
float textW = ctx.DefaultFont.MeasureWidth(caption);
float tx = (Width - textW) * 0.5f;
float ty = (Height - ctx.DefaultFont.LineHeight) * 0.5f;

View file

@ -127,6 +127,17 @@ public interface ISpellCatalog
bool TryGet(uint spellId, out PluginSpellInfo info);
}
/// <summary>Writing to the player's chat window.</summary>
public interface IPluginChat
{
/// <summary>
/// Post a client-local system line, the channel retail uses for the
/// client's own notices. It is local to this client: nothing is sent to the
/// server and no other player sees it.
/// </summary>
void PostSystemMessage(string text);
}
/// <summary>Casting, with a preflight so a plugin need not guess.</summary>
public interface IMagicCommands
{
@ -158,6 +169,7 @@ public interface IAutomationSurface
ICharacterInfo Character { get; }
ISpellCatalog Spells { get; }
IMagicCommands Magic { get; }
IPluginChat Chat { get; }
}
/// <summary>
@ -165,7 +177,7 @@ public interface IAutomationSurface
/// and every command refuses, so a plugin can keep one code path.
/// </summary>
public sealed class NoOpAutomationSurface
: IAutomationSurface, ICharacterInfo, ISpellCatalog, IMagicCommands
: IAutomationSurface, ICharacterInfo, ISpellCatalog, IMagicCommands, IPluginChat
{
public static NoOpAutomationSurface Instance { get; } = new();
@ -177,6 +189,11 @@ public sealed class NoOpAutomationSurface
public ICharacterInfo Character => this;
public ISpellCatalog Spells => this;
public IMagicCommands Magic => this;
public IPluginChat Chat => this;
public void PostSystemMessage(string text)
{
}
public bool IsInWorld => false;
public uint CurrentHealth => 0;

View file

@ -94,6 +94,7 @@ internal sealed class MossTankPanel
if (_running)
{
Stop("Stopped.");
Announce("Stopped.");
return;
}
@ -114,6 +115,18 @@ internal sealed class MossTankPanel
? "Checking…"
: $"Buffing 0/{_plan.Count}…";
_host.Log.Info($"MossTank: pass started, {_plan.Count} buff(s) queued");
Announce(_plan.Count == 0
? "Buffing — checking what needs recasting."
: $"Buffing — {_plan.Count} spell(s) to cast.");
}
/// <summary>
/// One chat line, tagged so it reads like a client notice rather than
/// something the character said.
/// </summary>
private void Announce(string text)
{
_host.Automation.Chat.PostSystemMessage($"[MossTank] {text}");
}
private void Stop(string status)
@ -163,6 +176,7 @@ internal sealed class MossTankPanel
{
Stop($"Stalled after {_castThisPass} cast(s).");
_host.Log.Warn("MossTank: pass stalled; stopping");
Announce($"Stopped — no progress after {_castThisPass} cast(s).");
return;
}
@ -182,6 +196,9 @@ internal sealed class MossTankPanel
{
Stop($"Done — {_castThisPass} cast(s).");
_host.Log.Info($"MossTank: pass complete ({_castThisPass} cast)");
Announce(_castThisPass == 0
? "Already fully buffed."
: $"Finished — {_castThisPass} spell(s) cast.");
return;
}

View file

@ -0,0 +1,97 @@
using AcDream.App.UI;
using Xunit;
namespace AcDream.App.Tests.UI;
/// <summary>
/// End-to-end click routing for a markup-built plugin panel: press and release
/// over the button, through the real <see cref="UiRoot"/> dispatcher, and
/// assert the bound action ran.
/// </summary>
/// <remarks>
/// Written because a MossTank panel rendered correctly in world and its Buff
/// button did nothing when clicked. Unit-testing the markup builder proved the
/// handler was bound; only driving the actual pointer path can show whether the
/// click reaches it.
/// </remarks>
public class MarkupPanelClickTests
{
private sealed class Binding
{
public int Clicks { get; private set; }
public Action Go => () => Clicks++;
public bool Shown { get; set; } = true;
public string Status => "ok";
}
private const string Markup =
"<panel x=\"40\" y=\"120\" w=\"360\" h=\"132\" title=\"MossTank\" visible=\"{Shown}\">"
+ " <label x=\"12\" y=\"30\" text=\"{Status}\"/>"
+ " <button x=\"12\" y=\"94\" w=\"108\" h=\"28\" text=\"Buff\" onclick=\"{Go}\"/>"
+ "</panel>";
private static (UiRoot Root, Binding Bound) Mount()
{
var bound = new Binding();
UiNineSlicePanel panel =
MarkupDocument.Build(Markup, bound, _ => ((uint)1, 32, 32));
var root = new UiRoot { Width = 1280, Height = 720 };
root.AddChild(panel);
return (root, bound);
}
/// <summary>Centre of the button in root space: panel(40,120) + button(12,94) + half.</summary>
private static (int X, int Y) ButtonCentre() => (40 + 12 + 54, 120 + 94 + 14);
[Fact]
public void ClickingTheButtonRunsTheBoundAction()
{
var (root, bound) = Mount();
(int x, int y) = ButtonCentre();
root.OnMouseDown(UiMouseButton.Left, x, y);
root.OnMouseUp(UiMouseButton.Left, x, y);
Assert.Equal(1, bound.Clicks);
}
[Fact]
public void ThePointerFindsTheButtonAtAll()
{
// Separated from the click test so a failure says whether the problem is
// hit-testing or event dispatch.
var (root, _) = Mount();
(int x, int y) = ButtonCentre();
UiElement? hit = root.Pick(x, y);
Assert.NotNull(hit);
Assert.IsType<UiSimpleButton>(hit);
}
[Fact]
public void ClickingOutsideTheButtonDoesNotRunTheAction()
{
var (root, bound) = Mount();
root.OnMouseDown(UiMouseButton.Left, 900, 600);
root.OnMouseUp(UiMouseButton.Left, 900, 600);
Assert.Equal(0, bound.Clicks);
}
[Fact]
public void AHiddenPanelSwallowsNothing()
{
var (root, bound) = Mount();
bound.Shown = false;
root.Tick(0.016, 0); // visibility source is evaluated on tick
(int x, int y) = ButtonCentre();
root.OnMouseDown(UiMouseButton.Left, x, y);
root.OnMouseUp(UiMouseButton.Left, x, y);
Assert.Equal(0, bound.Clicks);
Assert.Null(root.Pick(x, y));
}
}