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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@ -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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