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:
parent
85afaae5fd
commit
bc43fb1d1d
36 changed files with 923 additions and 220 deletions
|
|
@ -320,8 +320,25 @@ internal sealed class LiveSessionRuntimeFactory
|
|||
// still diverge from server truth (e.g. an older save, or a
|
||||
// character whose allegiance/society changed), and the server
|
||||
// is always authoritative.
|
||||
//
|
||||
// OP4 review-fix round (2026-08-11, MF-1/blast M1): re-seed
|
||||
// LockUI's visual push the SAME way — the radar's polled
|
||||
// `GetOptionBit` lambda self-corrects every frame, but
|
||||
// `host.Root.UiLocked` (InteractionRetainedUiComposition.cs)
|
||||
// is a ONE-SHOT assignment taken pre-login, at composition
|
||||
// time, from RuntimeCharacterOptionsState's constructor-
|
||||
// default word. Routing the real value through SetUiLocked
|
||||
// here — the exact seam ToggleUiLock/SaveGameplay already
|
||||
// use to push RuntimeSettingsTargets.ApplyUiLock — converges
|
||||
// the retained window lock to server truth on every fresh
|
||||
// PlayerDescription, matching the radar's own convergence
|
||||
// instead of only updating on the next manual /lockui toggle.
|
||||
OnCharacterOptionsChanged: (_, options2) =>
|
||||
_interaction.Settings.SyncChatFromServerOptions(options2));
|
||||
{
|
||||
_interaction.Settings.SyncChatFromServerOptions(options2);
|
||||
_interaction.Settings.SetUiLocked(
|
||||
_domain.Character.Options.GetOptionBit(CharacterOptionId.LockUI));
|
||||
});
|
||||
}
|
||||
|
||||
private LiveSessionCommandBindings CreateCommandBindings(
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue