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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36 changed files with 923 additions and 220 deletions
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@ -3,7 +3,6 @@ using AcDream.App.Net;
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using AcDream.Core.Combat;
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using AcDream.Core.Net.Messages;
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using AcDream.Runtime.Gameplay;
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using AcDream.UI.Abstractions.Panels.Settings;
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namespace AcDream.App.Combat;
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@ -20,30 +19,28 @@ internal interface ICombatGameplaySettingsSource
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bool ViewCombatTarget { get; }
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}
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internal sealed class GameplaySettingsState : ICombatGameplaySettingsSource
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{
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public GameplaySettings Value { get; set; } = GameplaySettings.Default;
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public bool AutoTarget => Value.AutoTarget;
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public bool AutoRepeatAttack => Value.AutoRepeatAttack;
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public bool ViewCombatTarget => Value.ViewCombatTarget;
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}
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/// <summary>
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/// D7 Group-C re-point (Campaign OP slice OP4, 2026-08-11):
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/// <c>AutoTarget</c>/<c>AutoRepeatAttack</c>/<c>ViewCombatTarget</c> move
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/// from the client-local <c>GameplaySettings</c> record (what
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/// <see cref="GameplaySettingsState"/> and the legacy
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/// <c>RuntimeSettingsController</c> read) to the canonical
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/// server-authoritative <see cref="RuntimeCharacterOptionsState"/> — the
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/// CH3 precedent (server bit is authoritative; the Character-tab panel
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/// row's LED click writes THROUGH <c>RuntimeCharacterOptionsState.
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/// TrySetOption</c> before this source can ever observe the new value, so
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/// no separate reseed/sync step is needed here). Also closes two
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/// previously-unfiled divergences (character-options-map.md §0):
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/// <c>AutoRepeatAttack</c> and (via <c>ClientCommandController</c>'s
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/// <c>/consent</c> re-point, same commit) <c>AcceptCorpseLootingPermissions</c>
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/// were client-local and never reached the wire even though retail
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/// auto-saves both (<c>0x0005</c> immediately).
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/// D7 Group-C re-point (Campaign OP slice OP4, 2026-08-11), widened at the
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/// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2):
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/// <c>AutoTarget</c>/<c>AutoRepeatAttack</c>/<c>ViewCombatTarget</c> read
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/// exclusively from the canonical server-authoritative
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/// <see cref="RuntimeCharacterOptionsState"/> — the CH3 precedent (server
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/// bit is authoritative; the Character-tab panel row's LED click writes
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/// THROUGH <c>RuntimeCharacterOptionsState.TrySetOption</c> before this
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/// source can ever observe the new value, so no separate reseed/sync step
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/// is needed here). This is now the ONLY <see cref="ICombatGameplaySettingsSource"/>
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/// implementation — the client-local <c>GameplaySettings</c> record's own
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/// three same-named fields, the legacy <c>RuntimeSettingsController</c>
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/// mirror properties, and the dead <c>GameplaySettingsState</c> adapter
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/// class were all deleted the same round (register row AP-196); the
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/// Combat panel's own three LEDs (<c>CombatUiController</c>) were
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/// re-pointed to this SAME seam, closing the "two writable copies"
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/// divergence the fix round found. Also closes two previously-unfiled
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/// divergences (character-options-map.md §0): <c>AutoRepeatAttack</c> and
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/// (via <c>ClientCommandController</c>'s <c>/consent</c> re-point, same
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/// commit) <c>AcceptCorpseLootingPermissions</c> were client-local and
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/// never reached the wire even though retail auto-saves both
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/// (<c>0x0005</c> immediately).
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/// </summary>
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internal sealed class CharacterOptionCombatSettingsSource : ICombatGameplaySettingsSource
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{
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