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

View file

@ -3,7 +3,6 @@ using AcDream.App.Net;
using AcDream.Core.Combat;
using AcDream.Core.Net.Messages;
using AcDream.Runtime.Gameplay;
using AcDream.UI.Abstractions.Panels.Settings;
namespace AcDream.App.Combat;
@ -20,30 +19,28 @@ internal interface ICombatGameplaySettingsSource
bool ViewCombatTarget { get; }
}
internal sealed class GameplaySettingsState : ICombatGameplaySettingsSource
{
public GameplaySettings Value { get; set; } = GameplaySettings.Default;
public bool AutoTarget => Value.AutoTarget;
public bool AutoRepeatAttack => Value.AutoRepeatAttack;
public bool ViewCombatTarget => Value.ViewCombatTarget;
}
/// <summary>
/// D7 Group-C re-point (Campaign OP slice OP4, 2026-08-11):
/// <c>AutoTarget</c>/<c>AutoRepeatAttack</c>/<c>ViewCombatTarget</c> move
/// from the client-local <c>GameplaySettings</c> record (what
/// <see cref="GameplaySettingsState"/> and the legacy
/// <c>RuntimeSettingsController</c> read) to the canonical
/// server-authoritative <see cref="RuntimeCharacterOptionsState"/> — the
/// CH3 precedent (server bit is authoritative; the Character-tab panel
/// row's LED click writes THROUGH <c>RuntimeCharacterOptionsState.
/// TrySetOption</c> before this source can ever observe the new value, so
/// no separate reseed/sync step is needed here). Also closes two
/// previously-unfiled divergences (character-options-map.md §0):
/// <c>AutoRepeatAttack</c> and (via <c>ClientCommandController</c>'s
/// <c>/consent</c> re-point, same commit) <c>AcceptCorpseLootingPermissions</c>
/// were client-local and never reached the wire even though retail
/// auto-saves both (<c>0x0005</c> immediately).
/// D7 Group-C re-point (Campaign OP slice OP4, 2026-08-11), widened at the
/// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2):
/// <c>AutoTarget</c>/<c>AutoRepeatAttack</c>/<c>ViewCombatTarget</c> read
/// exclusively from the canonical server-authoritative
/// <see cref="RuntimeCharacterOptionsState"/> — the CH3 precedent (server
/// bit is authoritative; the Character-tab panel row's LED click writes
/// THROUGH <c>RuntimeCharacterOptionsState.TrySetOption</c> before this
/// source can ever observe the new value, so no separate reseed/sync step
/// is needed here). This is now the ONLY <see cref="ICombatGameplaySettingsSource"/>
/// implementation — the client-local <c>GameplaySettings</c> record's own
/// three same-named fields, the legacy <c>RuntimeSettingsController</c>
/// mirror properties, and the dead <c>GameplaySettingsState</c> adapter
/// class were all deleted the same round (register row AP-196); the
/// Combat panel's own three LEDs (<c>CombatUiController</c>) were
/// re-pointed to this SAME seam, closing the "two writable copies"
/// divergence the fix round found. Also closes two previously-unfiled
/// divergences (character-options-map.md §0): <c>AutoRepeatAttack</c> and
/// (via <c>ClientCommandController</c>'s <c>/consent</c> re-point, same
/// commit) <c>AcceptCorpseLootingPermissions</c> were client-local and
/// never reached the wire even though retail auto-saves both
/// (<c>0x0005</c> immediately).
/// </summary>
internal sealed class CharacterOptionCombatSettingsSource : ICombatGameplaySettingsSource
{