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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@ -1,6 +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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