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
|
|
@ -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>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue