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:
Erik 2026-08-11 05:30:26 +02:00
parent 85afaae5fd
commit bc43fb1d1d
36 changed files with 923 additions and 220 deletions

View file

@ -217,22 +217,47 @@ public sealed class OptionsPanelController : IRetainedPanelController
UiElement? pageRoot = UiElement.FindDescendant(tabPanel, pageId);
if (pageRoot is null) continue;
BindPageButton(pageRoot, ApplyButtonId, page.Apply);
BindPageButton(pageRoot, ResetButtonId, page.Reset);
UiButton? apply = BindPageButton(pageRoot, ApplyButtonId, page.Apply);
UiButton? reset = BindPageButton(pageRoot, ResetButtonId, page.Reset);
BindPageButton(pageRoot, DefaultsButtonId, page.Defaults);
// MUST-FIX 2 (OP4 review-fix round, 2026-08-11): retail
// PlayerOptionPage::OnOptionChanged @0x004F27D0 — Apply/Reset
// Ghosted (disabled) when the page has nothing to commit/
// revert, Normal (enabled) otherwise; Defaults is NEVER gated
// (retail's override never fetches its child id at all).
if (apply is not null && reset is not null)
{
page.OnOptionChanged = () =>
{
uint state = page.Changed
? UiButtonStateMachine.Normal
: UiButtonStateMachine.Ghosted;
apply.TrySetRetailState(state);
reset.TrySetRetailState(state);
};
// Retail's PostInit calls InitOptions() then
// OnOptionChanged(0) so the pair starts disabled — run the
// gate once now, at bind time, for the same effect.
page.OnOptionChanged();
}
}
return controller;
}
private static void BindPageButton(UiElement pageRoot, uint elementId, Action onClick)
private static UiButton? BindPageButton(UiElement pageRoot, uint elementId, Action onClick)
{
if (UiElement.FindDescendant(pageRoot, elementId) is UiButton button)
{
button.OnClick = onClick;
else
Console.WriteLine(
$"[D.2b] OptionsPanelController: page 0x{pageRoot.DatElementId:X8}'s button "
+ $"0x{elementId:X8} not found — its handler was not wired.");
return button;
}
Console.WriteLine(
$"[D.2b] OptionsPanelController: page 0x{pageRoot.DatElementId:X8}'s button "
+ $"0x{elementId:X8} not found — its handler was not wired.");
return null;
}
/// <summary>