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>
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8 changed files with 240 additions and 22 deletions
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@ -18,9 +18,14 @@ public static class MarkupDocument
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/// <param name="binding">Object whose public properties are bound to <c>{PropName}</c> attributes.</param>
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/// <param name="resolve">Surface id → (GL handle, width, height) for chrome sprites.</param>
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/// <param name="style">Optional controls.ini stylesheet for the title color.</param>
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/// <param name="datFont">
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/// Retail interface font. Supplied by the host so plugin panels render
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/// their text through the same glyph path as authored panels; without it
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/// they fall back to the development bitmap font and look foreign.
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/// </param>
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public static UiNineSlicePanel Build(
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string xml, object binding, Func<uint, (uint, int, int)> resolve,
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ControlsIni? style = null)
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ControlsIni? style = null, UiDatFont? datFont = null)
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{
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var root = XDocument.Parse(xml).Root ?? throw new FormatException("empty markup");
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if (root.Name.LocalName != "panel")
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@ -62,7 +67,10 @@ public static class MarkupDocument
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if (!string.IsNullOrEmpty(title))
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{
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Vector4 tc = style is not null && style.TryColor("title", "color", out var c) ? c : Vector4.One;
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panel.AddChild(new UiLabel { Text = title, Left = 8, Top = 4, TextColor = tc });
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panel.AddChild(new UiLabel
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{
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Text = title, Left = 8, Top = 4, TextColor = tc, DatFont = datFont,
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});
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}
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foreach (var el in root.Elements())
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@ -102,6 +110,7 @@ public static class MarkupDocument
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Left = F(el, "x"),
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Top = F(el, "y"),
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TextSource = BindString((string?)el.Attribute("text"), binding),
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DatFont = datFont,
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};
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if (el.Attribute("color") is not null)
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label.TextColor = Color((string?)el.Attribute("color"));
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@ -133,6 +142,7 @@ public static class MarkupDocument
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Width = F(el, "w"),
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Height = F(el, "h"),
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Text = (string?)el.Attribute("text") ?? string.Empty,
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DatFont = datFont,
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};
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// A bound caption lets the button re-label itself (Buff /
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// Stop) from the same binding object.
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@ -3853,7 +3853,8 @@ public sealed class RetailUiRuntime : IDisposable
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xml,
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panel.Binding,
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_bindings.Assets.ResolveSprite,
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_bindings.Assets.Controls);
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_bindings.Assets.Controls,
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_bindings.Assets.DefaultFont);
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Host.Root.AddChild(element);
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_bindings.Plugins.CompleteMount(panel, Host.Root, element);
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Console.WriteLine($"[D.2b] plugin UI panel loaded: {panel.MarkupPath}");
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@ -78,10 +78,26 @@ public class UiLabel : UiElement
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/// </summary>
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public Func<string?>? TextSource { get; set; }
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/// <summary>
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/// Retail dat font. When set the label renders through the same glyph path
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/// every authored panel uses, so plugin text matches the rest of the
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/// interface instead of falling back to the development bitmap font.
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/// </summary>
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public UiDatFont? DatFont { get; set; }
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/// <summary>Two-plane glyph outline, as retail draws interface text.</summary>
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public bool Outline { get; set; } = true;
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public UiLabel() { ClickThrough = true; }
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protected override void OnDraw(UiRenderContext ctx)
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=> ctx.DrawString(TextSource?.Invoke() ?? Text, 0, 0, TextColor);
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{
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string text = TextSource?.Invoke() ?? Text;
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if (DatFont is { } dat)
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ctx.DrawStringDat(dat, text, 0, 0, TextColor, Outline);
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else
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ctx.DrawString(text, 0, 0, TextColor);
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}
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}
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/// <summary>
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@ -104,8 +120,26 @@ public class UiSimpleButton : UiPanel
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/// without the binding object touching UI objects.
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/// </summary>
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public Func<string?>? TextSource { get; set; }
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/// <summary>Retail dat font for the caption; see <see cref="UiLabel.DatFont"/>.</summary>
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public UiDatFont? DatFont { get; set; }
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/// <summary>Two-plane glyph outline, as retail draws interface text.</summary>
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public bool Outline { get; set; } = true;
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public event System.Action? Click;
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/// <summary>
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/// Without this the button is unclickable inside any draggable window.
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/// UiRoot's press handling asks the pressed widget whether it owns the
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/// pointer; a widget that does not claim the press falls through to
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/// "move the ancestor window", which swallows the release and never emits
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/// a Click. <see cref="UiButton"/> and <see cref="UiClickablePanel"/>
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/// already declare it — this one did not, which is why a markup plugin
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/// panel's button did nothing while its hit-test was perfectly fine.
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/// </summary>
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public override bool HandlesClick => true;
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public UiSimpleButton()
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{
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BackgroundColor = new Vector4(0.1f, 0.1f, 0.15f, 0.8f);
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@ -126,8 +160,19 @@ public class UiSimpleButton : UiPanel
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{
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base.OnDraw(ctx);
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string caption = TextSource?.Invoke() ?? Text;
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if (caption.Length == 0 || ctx.DefaultFont is null) return;
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if (caption.Length == 0) return;
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if (DatFont is { } dat)
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{
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float datW = dat.MeasureWidth(caption);
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ctx.DrawStringDat(
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dat, caption,
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(Width - datW) * 0.5f, (Height - dat.LineHeight) * 0.5f,
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TextColor, Outline);
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return;
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}
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if (ctx.DefaultFont is null) return;
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float textW = ctx.DefaultFont.MeasureWidth(caption);
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float tx = (Width - textW) * 0.5f;
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float ty = (Height - ctx.DefaultFont.LineHeight) * 0.5f;
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