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