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
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@ -368,6 +368,11 @@ public static class CharacterOptionsPageController
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bool initial = bindings.CurrentValue(spec.Id);
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checkbox.Selected = initial;
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// MUST-FIX 1 (OP4 review-fix round, 2026-08-11): `read` re-seeds
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// this row from the LIVE option word on every OnShown (panel
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// open, tab switch in) — retail's SaveCurrentValue/GetValue.
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// `refresh` pushes the re-read value onto the checkbox WITHOUT
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// going through `apply` (which would send it back over the wire).
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var row_ = new BoolOptionRow(
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initial,
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entry.ClientDefault,
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@ -375,7 +380,9 @@ public static class CharacterOptionsPageController
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{
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checkbox.Selected = value;
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bindings.SetOption(spec.Id, value);
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});
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},
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read: () => bindings.CurrentValue(spec.Id),
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refresh: value => checkbox.Selected = value);
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page.Register(row_);
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checkbox.OnClick = () => row_.SetCurrentValue(checkbox.Selected);
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@ -1,6 +1,6 @@
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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.UI.Layout;
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@ -15,9 +15,26 @@ namespace AcDream.App.UI.Layout;
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/// <c>RecvNotice_DesiredAttackPowerChanged</c> (0x004CC110),
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/// <c>ListenToElementMessage</c> (0x004CC430), and
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/// <c>RecvNotice_SetCombatMode</c> (0x004CC620).
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///
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/// <para>
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/// MUST-FIX 3 (OP4 review-fix round, 2026-08-11, blast M2): the three
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/// LEDs (Repeat Attacks / Auto Target / Keep in View) read and write
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/// through the SAME <c>RuntimeCharacterOptionsState</c> server-bit seam
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/// the Character tab's rows for these same retail <c>PlayerOption</c>s
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/// already use — retired the client-local <c>GameplaySettings</c> mirror
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/// this panel used to read/write, which had silently diverged into a
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/// second, disconnected copy of the same three options (register row
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/// AP-196).
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/// </para>
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/// </remarks>
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public sealed class CombatUiController : IRetainedPanelController
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{
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/// <summary>The live read/write seam for the three combat LEDs —
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/// identical shape to <see cref="CharacterOptionsPageController.Bindings"/>.</summary>
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public sealed record Bindings(
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Func<CharacterOptionId, bool> CurrentValue,
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Action<CharacterOptionId, bool> SetOption);
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public const uint LayoutId = 0x21000073u;
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public const uint BasicPanelId = 0x1000005Cu;
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public const uint SpellcastingPanelId = 0x10000061u;
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@ -47,8 +64,7 @@ public sealed class CombatUiController : IRetainedPanelController
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private readonly UiButton _keepInView;
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private readonly CombatState _combat;
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private readonly RuntimeCombatAttackState _attacks;
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private readonly Func<GameplaySettings> _gameplay;
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private readonly Action<GameplaySettings> _setGameplay;
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private readonly Bindings _bindings;
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private readonly Action<bool> _setWindowVisible;
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private bool _disposed;
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@ -65,8 +81,7 @@ public sealed class CombatUiController : IRetainedPanelController
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UiButton keepInView,
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CombatState combat,
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RuntimeCombatAttackState attacks,
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Func<GameplaySettings> gameplay,
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Action<GameplaySettings> setGameplay,
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Bindings bindings,
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CombatUiLabels labels,
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Action<bool> setWindowVisible)
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{
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@ -82,8 +97,7 @@ public sealed class CombatUiController : IRetainedPanelController
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_keepInView = keepInView;
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_combat = combat;
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_attacks = attacks;
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_gameplay = gameplay;
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_setGameplay = setGameplay;
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_bindings = bindings;
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_setWindowVisible = setWindowVisible;
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// Retail layout 0x21000073 contains two sibling pages: gmCombatUI's
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@ -110,12 +124,18 @@ public sealed class CombatUiController : IRetainedPanelController
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SetStaticText(speedLabel, labels.Speed, rightAligned: false);
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SetStaticText(powerLabel, labels.Power, rightAligned: true);
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// MUST-FIX 3 (OP4 review-fix round, 2026-08-11, blast M2): writes
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// go through the SAME server-bit seam the Character tab's rows for
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// these same retail PlayerOptions use — TrySetOption writes the
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// local bit first, then either sends 0x0005 immediately
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// (AutoRepeatAttack/AutoTarget are auto-save) or marks the batched
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// module dirty (ViewCombatTarget is batched).
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_repeatAttacks.OnClick = () =>
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_setGameplay(_gameplay() with { AutoRepeatAttack = _repeatAttacks.Selected });
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_bindings.SetOption(CharacterOptionId.AutoRepeatAttack, _repeatAttacks.Selected);
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_autoTarget.OnClick = () =>
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_setGameplay(_gameplay() with { AutoTarget = _autoTarget.Selected });
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_bindings.SetOption(CharacterOptionId.AutoTarget, _autoTarget.Selected);
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_keepInView.OnClick = () =>
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_setGameplay(_gameplay() with { ViewCombatTarget = _keepInView.Selected });
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_bindings.SetOption(CharacterOptionId.ViewCombatTarget, _keepInView.Selected);
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_combat.CombatModeChanged += OnCombatModeChanged;
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_attacks.StateChanged += OnAttackStateChanged;
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@ -126,16 +146,14 @@ public sealed class CombatUiController : IRetainedPanelController
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ImportedLayout layout,
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CombatState combat,
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RuntimeCombatAttackState attacks,
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Func<GameplaySettings> gameplay,
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Action<GameplaySettings> setGameplay,
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Bindings bindings,
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CombatUiLabels labels,
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Action<bool> setWindowVisible)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(combat);
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ArgumentNullException.ThrowIfNull(attacks);
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ArgumentNullException.ThrowIfNull(gameplay);
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ArgumentNullException.ThrowIfNull(setGameplay);
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ArgumentNullException.ThrowIfNull(bindings);
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ArgumentNullException.ThrowIfNull(labels);
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ArgumentNullException.ThrowIfNull(setWindowVisible);
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@ -153,7 +171,7 @@ public sealed class CombatUiController : IRetainedPanelController
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return new CombatUiController(
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layout, basic, spellcasting, power, high, medium, low,
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repeatAttacks, autoTarget, keepInView,
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combat, attacks, gameplay, setGameplay, labels, setWindowVisible);
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combat, attacks, bindings, labels, setWindowVisible);
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}
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public void SyncVisibility() => OnCombatModeChanged(_combat.CurrentMode);
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@ -188,10 +206,9 @@ public sealed class CombatUiController : IRetainedPanelController
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_high.Selected = _attacks.RequestedHeight == AttackHeight.High;
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_medium.Selected = _attacks.RequestedHeight == AttackHeight.Medium;
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_low.Selected = _attacks.RequestedHeight == AttackHeight.Low;
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GameplaySettings gameplay = _gameplay();
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_repeatAttacks.Selected = gameplay.AutoRepeatAttack;
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_autoTarget.Selected = gameplay.AutoTarget;
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_keepInView.Selected = gameplay.ViewCombatTarget;
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_repeatAttacks.Selected = _bindings.CurrentValue(CharacterOptionId.AutoRepeatAttack);
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_autoTarget.Selected = _bindings.CurrentValue(CharacterOptionId.AutoTarget);
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_keepInView.Selected = _bindings.CurrentValue(CharacterOptionId.ViewCombatTarget);
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}
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private static void SetStaticText(UiText? text, string value, bool rightAligned)
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@ -59,17 +59,43 @@ public interface IOptionRow
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public sealed class BoolOptionRow : IOptionRow
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{
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private readonly Action<bool>? _apply;
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private readonly Func<bool>? _read;
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private readonly Action<bool>? _refresh;
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private Action? _notifyPageOptionChanged;
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private bool _current;
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private bool _saved;
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private bool _default;
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public BoolOptionRow(bool initial, bool defaultValue, Action<bool>? apply = null)
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/// <param name="read">
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/// MUST-FIX 1 (OP4 review-fix round, 2026-08-11 — converged mechanism
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/// MF-1 / blast M1): retail's <c>UIOption_Checkbox::GetValue
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/// @0x00486f60</c> — <c>PlayerModule::GetOption</c>, the LIVE
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/// server-synced option word, not a widget-local cache. Optional so
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/// every pre-existing non-DAT-backed caller (the synthetic pages in
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/// <c>OptionPageModelTests</c>) keeps working unchanged; when supplied,
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/// <see cref="SaveCurrentValue"/> re-reads through it instead of
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/// trusting the row's own possibly-stale <see cref="_current"/>.
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/// </param>
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/// <param name="refresh">
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/// Retail's own <c>Refresh()</c> push of the re-read value onto the
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/// widget (e.g. <c>checkbox.Selected = value</c>) — invoked ONLY from
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/// <see cref="SaveCurrentValue"/>'s re-read path, never through
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/// <paramref name="apply"/>, so a re-seed never sends the value back
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/// out over the wire.
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/// </param>
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public BoolOptionRow(
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bool initial,
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bool defaultValue,
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Action<bool>? apply = null,
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Func<bool>? read = null,
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Action<bool>? refresh = null)
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{
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_current = initial;
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_saved = initial;
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_default = defaultValue;
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_apply = apply;
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_read = read;
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_refresh = refresh;
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}
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/// <summary>The live value — what the LED currently shows.</summary>
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@ -106,7 +132,28 @@ public sealed class BoolOptionRow : IOptionRow
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public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
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public void SaveCurrentValue() => _saved = _current;
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/// <summary>
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/// MUST-FIX 1 (OP4 review-fix round, 2026-08-11): retail
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/// <c>SaveCurrentValue @0x004868E0</c> is <c>m_current = GetValue();
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/// m_saved = m_current;</c> — it re-reads the LIVE option word, not
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/// just <c>m_saved = m_current</c> over whatever <c>m_current</c>
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/// already held. <see cref="OptionPage.OnShown"/> calls
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/// <see cref="OptionPage.Apply"/>, which calls this on every row —
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/// so every panel (re)open, tab switch in, and the initial default-
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/// tab activation self-corrects this row from the CURRENT server
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/// truth, exactly on retail's own schedule. When no <c>read</c>
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/// delegate was supplied (the synthetic non-DAT-backed test pages),
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/// this degrades to the pre-fix <c>m_saved = m_current</c> shape.
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/// </summary>
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public void SaveCurrentValue()
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{
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if (_read is not null)
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{
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_current = _read();
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_refresh?.Invoke(_current);
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}
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_saved = _current;
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}
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public void RestoreSavedValue()
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{
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@ -217,22 +217,47 @@ public sealed class OptionsPanelController : IRetainedPanelController
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UiElement? pageRoot = UiElement.FindDescendant(tabPanel, pageId);
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if (pageRoot is null) continue;
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BindPageButton(pageRoot, ApplyButtonId, page.Apply);
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BindPageButton(pageRoot, ResetButtonId, page.Reset);
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UiButton? apply = BindPageButton(pageRoot, ApplyButtonId, page.Apply);
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UiButton? reset = BindPageButton(pageRoot, ResetButtonId, page.Reset);
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BindPageButton(pageRoot, DefaultsButtonId, page.Defaults);
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// MUST-FIX 2 (OP4 review-fix round, 2026-08-11): retail
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// PlayerOptionPage::OnOptionChanged @0x004F27D0 — Apply/Reset
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// Ghosted (disabled) when the page has nothing to commit/
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// revert, Normal (enabled) otherwise; Defaults is NEVER gated
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// (retail's override never fetches its child id at all).
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if (apply is not null && reset is not null)
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{
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page.OnOptionChanged = () =>
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{
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uint state = page.Changed
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? UiButtonStateMachine.Normal
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: UiButtonStateMachine.Ghosted;
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apply.TrySetRetailState(state);
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reset.TrySetRetailState(state);
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};
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// Retail's PostInit calls InitOptions() then
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// OnOptionChanged(0) so the pair starts disabled — run the
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// gate once now, at bind time, for the same effect.
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page.OnOptionChanged();
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}
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}
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return controller;
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}
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private static void BindPageButton(UiElement pageRoot, uint elementId, Action onClick)
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private static UiButton? BindPageButton(UiElement pageRoot, uint elementId, Action onClick)
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{
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if (UiElement.FindDescendant(pageRoot, elementId) is UiButton button)
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{
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button.OnClick = onClick;
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else
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Console.WriteLine(
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$"[D.2b] OptionsPanelController: page 0x{pageRoot.DatElementId:X8}'s button "
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+ $"0x{elementId:X8} not found — its handler was not wired.");
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return button;
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}
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Console.WriteLine(
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$"[D.2b] OptionsPanelController: page 0x{pageRoot.DatElementId:X8}'s button "
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+ $"0x{elementId:X8} not found — its handler was not wired.");
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return null;
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}
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/// <summary>
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@ -67,11 +67,14 @@ public sealed record RadarRuntimeBindings(
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SelectionState Selection,
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Action<bool> SetUiLocked);
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// MUST-FIX 3 (OP4 review-fix round, 2026-08-11, blast M2): the
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// GameplaySettings read/write pair was removed — MountCombat wires the
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// three LEDs through the same OptionsRuntimeBindings server-bit seam the
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// Character tab's rows use (CombatUiController.Bindings), not a
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// client-local settings mirror.
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public sealed record CombatRuntimeBindings(
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CombatState State,
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RuntimeCombatAttackState Attacks,
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Func<GameplaySettings> Gameplay,
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Action<GameplaySettings> SetGameplay);
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RuntimeCombatAttackState Attacks);
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public sealed record MagicRuntimeBindings(
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Spellbook Spellbook,
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@ -1190,12 +1193,17 @@ public sealed class RetailUiRuntime : IDisposable
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}
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float combatWidth = RetailCombatLayout.FitFavoriteSlots(layout);
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// MUST-FIX 3 (OP4 review-fix round, 2026-08-11, blast M2): the SAME
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// server-bit seam MountOptionsPanel wires the Character tab's rows
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// through — see CharacterOptionsPageController.Bindings below.
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CombatUiController? controller = Layout.CombatUiController.Bind(
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layout,
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_bindings.Combat.State,
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_bindings.Combat.Attacks,
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_bindings.Combat.Gameplay,
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_bindings.Combat.SetGameplay,
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new Layout.CombatUiController.Bindings(
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CurrentValue: id => _bindings.Options.CurrentCharacterOption((uint)id),
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SetOption: (id, value) => _bindings.Options.CommandBus().Publish(
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new SetSingleCharacterOptionRuntimeCmd((uint)id, value))),
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labels,
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visible =>
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{
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