fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps

Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:

MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
  GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
  switch in, initial activation — instead of trusting the pre-login
  constructor word it was built with. Reset/tab-switch can now only
  restore values that were actually live at the last show. LockUI's
  host.Root.UiLocked one-shot mount seed now also converges on every
  PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
  (Ghosted when nothing changed, Normal when dirty, run once at bind so
  both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
  now read/write the same RuntimeCharacterOptionsState seam the Character
  tab uses instead of a disconnected client-local GameplaySettings copy —
  closes the "two writable copies" divergence. The three now-orphaned
  GameplaySettings fields and RuntimeSettingsController's mirror
  properties/SetCombatGameplay are deleted outright; the headless host's
  hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
  against the last value actually applied to the runtime target instead
  of the persisted GameplaySettings.LockUI snapshot, which could already
  match a server-derived request without ever having been pushed.

SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
  the one seam all of them funnel through), not just AddText's own
  callers — heard speech, emotes, Turbine channels, and combat text were
  previously missed. The prefix format escapes its colons and forces
  InvariantCulture instead of the culture-dependent TimeSeparator
  placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
  shaders, so Disable Distance Fog stops the sky dome's horizon band from
  blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
  doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
  class-name typo; the RunAsDefaultMovement doc comments now cite retail's
  actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
  (incl. || AutoRunActive with the option off), the per-page Apply/Reset
  enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
  test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
  (closing the panel before relogging is load-bearing); a new step
  documents the enable-gate sequence and the Combat-panel/Character-tab
  cross-check.

Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.

Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-11 05:30:26 +02:00
parent 85afaae5fd
commit bc43fb1d1d
36 changed files with 923 additions and 220 deletions

File diff suppressed because one or more lines are too long

View file

@ -219,11 +219,22 @@ TrySetOption` seam every other Options-panel consumer already uses.
Relog and reopen the panel: the row should still read your new value
(Apply flushed the `0x01A1` blob, ACE persisted it, the fresh
`PlayerDescription` echoes it back).
8. **Toggle a batched row WITHOUT clicking Apply**, then relog. The row
should revert to its PRE-toggle value on reopen — an un-flushed
batched change never reached the wire (the 480 s auto-save timer is a
Runtime-level mechanism tested at OP1; do not wait 8 minutes for this
gate — just don't click Apply).
8. **Close the Options panel (F11) FIRST, then toggle a batched row
WITHOUT clicking Apply**, then relog. The row should revert to its
PRE-toggle value on reopen — an un-flushed batched change never
reached the wire (the 480 s auto-save timer is a Runtime-level
mechanism tested at OP1; do not wait 8 minutes for this gate — just
don't click Apply). **Closing the panel first is load-bearing, not
optional**: logout flushes the dirty blob (`CPlayerSystem::
LogOffCharacter` calls `SaveToServer`), so "relog without Apply
reverts" only holds because reaching Exit Game requires switching to
the Gameplay tab first — retail's own `OnVisibilityChanged(false) ->
RestoreSavedValues` — which reverts the uncommitted edit BEFORE
logout's flush ever sees it. A user who force-quits the client (or any
route that skips hiding the Character page) will see the OPPOSITE:
the un-Applied toggle DOES persist, because logout still flushes
whatever is dirty at that moment. Both are retail-correct; this step
exercises the panel-close path specifically.
### Apply / Reset / Defaults semantics
@ -296,6 +307,27 @@ TrySetOption` seam every other Options-panel consumer already uses.
18. **Relog and confirm all six Group-C options above read their
server-persisted value**, not a locally-cached default.
### Apply/Reset enable-gating (MUST-FIX 2, OP4 review-fix round)
19. **On first open of the Character tab, Apply and Reset are greyed out**
(disabled — retail's `PostInit` runs `OnOptionChanged(0)` so the pair
starts disabled). **Click any LED and they light up** (enabled).
**Click Apply and they grey out again.** **Defaults is never greyed
out** — before a change, immediately after clicking it, or after
Apply — at any point in this sequence.
### Combat panel — the SAME LEDs, a second surface (MUST-FIX 3 / blast M2)
20. **Open the Combat window (its own toolbar button, not the Options
panel) and confirm its own Repeat Attacks / Auto Target / Keep in
View checkboxes match the Character tab's rows for the SAME three
options** (Automatically Repeat Attacks / Auto Target / Keep Combat
Targets in View) — both surfaces now read the identical server bit,
so toggling one and reopening/refreshing the other must show the
SAME state. Before this fix round the Combat panel read a separate,
disconnected client-local copy that could silently disagree with the
Character tab and never reached the wire for two of the three.
### What to report
- Any row with a missing label/tooltip (note which one).