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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@ -1,4 +1,3 @@
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using AcDream.App.Combat;
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using AcDream.Core.Net.Messages;
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using AcDream.UI.Abstractions.Input;
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using AcDream.UI.Abstractions.Panels.Settings;
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@ -168,8 +167,7 @@ internal interface IRuntimeSettingsPreviewSource
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/// are never constructed or disposed here.
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/// </summary>
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internal sealed class RuntimeSettingsController :
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IRuntimeSettingsPreviewSource,
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ICombatGameplaySettingsSource
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IRuntimeSettingsPreviewSource
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{
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private const string DefaultToonKey = "default";
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@ -183,6 +181,11 @@ internal sealed class RuntimeSettingsController :
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private bool _startupAudioApplied;
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private bool _startupApplied;
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private bool _uiLockConverged = true;
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// MUST-FIX 4 (OP4 review-fix round, 2026-08-11, blast M3): the last
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// `locked` value actually pushed to `_runtimeTargets.ApplyUiLock` —
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// the guard `SetUiLocked` compares against, decoupled from whatever
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// `Gameplay.LockUI`'s own persisted/draft snapshot currently holds.
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private bool? _lastAppliedUiLocked;
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public RuntimeSettingsController(
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IRuntimeSettingsStorage storage,
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@ -233,12 +236,6 @@ internal sealed class RuntimeSettingsController :
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public AudioSettings AudioPreview => _viewModel?.AudioDraft ?? Audio;
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public bool AutoTarget => Gameplay.AutoTarget;
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public bool AutoRepeatAttack => Gameplay.AutoRepeatAttack;
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public bool ViewCombatTarget => Gameplay.ViewCombatTarget;
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public void ApplyStartup(IRuntimeSettingsStartupTarget target)
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{
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ArgumentNullException.ThrowIfNull(target);
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@ -352,12 +349,22 @@ internal sealed class RuntimeSettingsController :
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public void SetUiLocked(bool locked)
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{
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if (Gameplay.LockUI == locked && _uiLockConverged)
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// MUST-FIX 4 (OP4 review-fix round, 2026-08-11, blast M3): the
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// guard used to compare `locked` against `Gameplay.LockUI` — valid
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// only while `ToggleUiLock` computed `locked` AS `!Gameplay.LockUI`
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// (pre-OP4). OP4 re-pointed `ToggleUiLock` to derive `locked` from
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// the SERVER bit (`RuntimeCharacterOptionsState.GetOptionBit`)
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// instead, a DIFFERENT store that can already equal the persisted
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// `Gameplay.LockUI` without this method ever having pushed that
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// value to `_runtimeTargets` — the guard must compare against what
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// was ACTUALLY applied, not a value from an unrelated store.
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if (_lastAppliedUiLocked == locked && _uiLockConverged)
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return;
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_uiLockConverged = false;
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Gameplay = Gameplay with { LockUI = locked };
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_runtimeTargets?.ApplyUiLock(locked);
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_lastAppliedUiLocked = locked;
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_viewModel?.SetGameplay(
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_viewModel.GameplayDraft with { LockUI = locked });
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@ -412,35 +419,6 @@ internal sealed class RuntimeSettingsController :
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}
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}
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public void SetCombatGameplay(GameplaySettings gameplay)
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{
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Gameplay = gameplay ?? throw new ArgumentNullException(nameof(gameplay));
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if (_viewModel is not null)
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{
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_viewModel.SetGameplay(_viewModel.GameplayDraft with
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{
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AutoTarget = gameplay.AutoTarget,
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AutoRepeatAttack = gameplay.AutoRepeatAttack,
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ViewCombatTarget = gameplay.ViewCombatTarget,
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});
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}
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try
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{
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_storage.SaveGameplay(gameplay);
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_viewModel?.ApplyExternalGameplayChange(current => current with
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{
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AutoTarget = gameplay.AutoTarget,
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AutoRepeatAttack = gameplay.AutoRepeatAttack,
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ViewCombatTarget = gameplay.ViewCombatTarget,
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});
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}
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catch (Exception ex)
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{
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_log($"settings: combat option save failed: {ex.Message}");
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}
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}
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/// <summary>
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/// Campaign OP slice OP3: the five client-local preferences the "Use
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/// Mouse Turning Settings" Gameplay-tab macro reads/writes. Read
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@ -545,6 +523,7 @@ internal sealed class RuntimeSettingsController :
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Gameplay = gameplay;
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_uiLockConverged = false;
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_runtimeTargets?.ApplyUiLock(gameplay.LockUI);
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_lastAppliedUiLocked = gameplay.LockUI;
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_uiLockConverged = true;
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_log($"settings: gameplay saved to {_storage.Location}");
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}
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