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
{