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

@ -67,11 +67,14 @@ public sealed record RadarRuntimeBindings(
SelectionState Selection,
Action<bool> SetUiLocked);
// MUST-FIX 3 (OP4 review-fix round, 2026-08-11, blast M2): the
// GameplaySettings read/write pair was removed — MountCombat wires the
// three LEDs through the same OptionsRuntimeBindings server-bit seam the
// Character tab's rows use (CombatUiController.Bindings), not a
// client-local settings mirror.
public sealed record CombatRuntimeBindings(
CombatState State,
RuntimeCombatAttackState Attacks,
Func<GameplaySettings> Gameplay,
Action<GameplaySettings> SetGameplay);
RuntimeCombatAttackState Attacks);
public sealed record MagicRuntimeBindings(
Spellbook Spellbook,
@ -1190,12 +1193,17 @@ public sealed class RetailUiRuntime : IDisposable
}
float combatWidth = RetailCombatLayout.FitFavoriteSlots(layout);
// MUST-FIX 3 (OP4 review-fix round, 2026-08-11, blast M2): the SAME
// server-bit seam MountOptionsPanel wires the Character tab's rows
// through — see CharacterOptionsPageController.Bindings below.
CombatUiController? controller = Layout.CombatUiController.Bind(
layout,
_bindings.Combat.State,
_bindings.Combat.Attacks,
_bindings.Combat.Gameplay,
_bindings.Combat.SetGameplay,
new Layout.CombatUiController.Bindings(
CurrentValue: id => _bindings.Options.CurrentCharacterOption((uint)id),
SetOption: (id, value) => _bindings.Options.CommandBus().Publish(
new SetSingleCharacterOptionRuntimeCmd((uint)id, value))),
labels,
visible =>
{