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

@ -5,12 +5,12 @@ using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.Combat;
/// <summary>
/// Campaign OP slice OP4 (2026-08-11) — D7 Group-C re-point:
/// <see cref="CharacterOptionCombatSettingsSource"/> reads
/// AutoTarget/AutoRepeatAttack/ViewCombatTarget from the canonical
/// <see cref="RuntimeCharacterOptionsState"/> instead of the client-local
/// <c>GameplaySettings</c> record <see cref="GameplaySettingsState"/> used
/// to be the only implementation of.
/// Campaign OP slice OP4 (2026-08-11) — D7 Group-C re-point, widened at the
/// OP4 review-fix round (2026-08-11, MUST-FIX 3): <see cref="CharacterOptionCombatSettingsSource"/>
/// reads AutoTarget/AutoRepeatAttack/ViewCombatTarget from the canonical
/// <see cref="RuntimeCharacterOptionsState"/> — the ONLY implementation of
/// <c>ICombatGameplaySettingsSource</c> now, since the dead client-local
/// <c>GameplaySettingsState</c> adapter was retired the same round.
/// </summary>
public sealed class CharacterOptionCombatSettingsSourceTests
{

View file

@ -2,10 +2,19 @@ using System.Numerics;
using AcDream.App.Combat;
using AcDream.App.Interaction;
using AcDream.Core.Combat;
using AcDream.Core.Net.Messages;
using AcDream.Core.Selection;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.Combat;
/// <summary>
/// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2): the dead
/// <c>GameplaySettingsState</c> adapter over the client-local
/// <c>GameplaySettings</c> record is retired — <see cref="ICombatGameplaySettingsSource"/>
/// has exactly one implementation now, <see cref="CharacterOptionCombatSettingsSource"/>,
/// reading the canonical server-authoritative <see cref="RuntimeCharacterOptionsState"/>.
/// </summary>
public sealed class CombatCameraTargetSourceTests
{
[Fact]
@ -13,7 +22,9 @@ public sealed class CombatCameraTargetSourceTests
{
const uint target = 0x70000001u;
Vector3 point = new(10f, 20f, 30f);
var settings = new GameplaySettingsState();
var options = new RuntimeCharacterOptionsState();
options.SetOptionBit((uint)CharacterOptionId.ViewCombatTarget, false);
var settings = new CharacterOptionCombatSettingsSource(options);
var combat = new CombatState();
var selection = new SelectionState();
var world = new TargetQuery(point);
@ -25,7 +36,7 @@ public sealed class CombatCameraTargetSourceTests
Assert.Null(source.GetTrackedTargetPoint());
settings.Value = settings.Value with { ViewCombatTarget = true };
options.SetOptionBit((uint)CharacterOptionId.ViewCombatTarget, true);
combat.SetCombatMode(CombatMode.Melee);
selection.Select(target, SelectionChangeSource.World);

View file

@ -107,6 +107,58 @@ public sealed class DispatcherMovementInputSourceTests
Assert.False(source.AutoRunActive);
}
// ── S6 (OP4 review-fix round blast, 2026-08-11): the option × modifier
// truth table for Run — previously pinned only at option-unbound
// (⇒ true) + walk-held. ──────────────────────────────────────────
[Theory]
[InlineData(true, false, true)] // run-by-default, no walk modifier -> runs
[InlineData(true, true, false)] // run-by-default, walk modifier held -> walks
[InlineData(false, false, false)] // walk-by-default, no modifier -> walks
[InlineData(false, true, true)] // walk-by-default, modifier held -> runs
public void Capture_RunReflectsOptionXorWalkModifier(
bool runAsDefault, bool walkModifierHeld, bool expectedRun)
{
var (dispatcher, _, _) = CreateDispatcher();
var movement = new RuntimeLocalPlayerMovementState
{
RunAsDefaultMovementSource = () => runAsDefault,
};
var source = new DispatcherMovementInputSource(movement);
source.Bind(dispatcher);
dispatcher.TrySetAutomationActionHeld(InputAction.MovementForward, held: true);
if (walkModifierHeld)
dispatcher.TrySetAutomationActionHeld(InputAction.MovementWalkMode, held: true);
MovementInput captured = source.Capture();
Assert.Equal(expectedRun, captured.Run);
}
[Fact]
public void Capture_AutoRunActive_ForcesRun_EvenWhenOptionIsOff()
{
// The `|| AutoRunActive` clause predates OP4 but was unobservable
// while the default was hardcoded true. Pinned as a
// CURRENT-BEHAVIOR test (not a retail-correctness claim — see
// mechanism review N6, which flags this as a possibly-divergent
// "|| AutoRunActive" that retail's SetAutoRun does not force) so a
// future change to this clause is deliberate, not accidental.
var (dispatcher, _, _) = CreateDispatcher();
var movement = new RuntimeLocalPlayerMovementState
{
RunAsDefaultMovementSource = () => false,
};
var source = new DispatcherMovementInputSource(movement);
source.Bind(dispatcher);
source.HandlePressedAction(InputAction.MovementRunLock); // arm autorun
Assert.True(source.AutoRunActive);
MovementInput captured = source.Capture();
Assert.True(captured.Run);
}
[Fact]
public void BindingIsIdempotentOnlyForTheSameDispatcher()
{

View file

@ -23,12 +23,6 @@ public sealed class RuntimeSettingsControllerTests
VSync = false,
Quality = QualityPreset.Ultra,
},
GameplayValue = GameplaySettings.Default with
{
AutoTarget = true,
AutoRepeatAttack = true,
ViewCombatTarget = true,
},
};
var resolved = new QualitySettings(7, 18, 8, 16, true, 9);
int resolveCount = 0;
@ -57,9 +51,6 @@ public sealed class RuntimeSettingsControllerTests
Assert.Same(storage.DefaultCharacterValue, controller.Startup.Character);
Assert.Equal(resolved, controller.Startup.Quality);
Assert.Equal(resolved, controller.ResolvedQuality);
Assert.True(controller.AutoTarget);
Assert.True(controller.AutoRepeatAttack);
Assert.True(controller.ViewCombatTarget);
Assert.Equal("default", controller.ActiveToonKey);
}
@ -549,7 +540,7 @@ public sealed class RuntimeSettingsControllerTests
ParticleRange = ParticleRange.Retail,
});
viewModel.SetAudio(viewModel.AudioDraft with { Sfx = 0.33f });
viewModel.SetGameplay(viewModel.GameplayDraft with { AutoTarget = true });
viewModel.SetGameplay(viewModel.GameplayDraft with { ShowTooltips = false });
Assert.True(controller.HasDraftPreview);
Assert.Equal(91f, controller.DisplayPreview.FieldOfView);
@ -565,7 +556,7 @@ public sealed class RuntimeSettingsControllerTests
Assert.Equal(91f, controller.DisplayPreview.FieldOfView);
Assert.True(controller.Gameplay.LockUI);
Assert.True(controller.Gameplay.AcceptLootPermits);
Assert.True(viewModel.GameplayDraft.AutoTarget);
Assert.False(viewModel.GameplayDraft.ShowTooltips);
Assert.True(viewModel.GameplayDraft.LockUI);
Assert.True(viewModel.GameplayDraft.AcceptLootPermits);
Assert.Contains("target-ui-lock:True", events);
@ -590,12 +581,9 @@ public sealed class RuntimeSettingsControllerTests
CoordinatesOnRadar = false,
});
controller.SetCombatGameplay(controller.Gameplay with { AutoTarget = false });
controller.SetUiLocked(true);
controller.SetAcceptLootPermits(true);
Assert.False(controller.Gameplay.AutoTarget);
Assert.False(viewModel.GameplayDraft.AutoTarget);
Assert.False(viewModel.GameplayDraft.ShowTooltips);
Assert.False(viewModel.GameplayDraft.CoordinatesOnRadar);
Assert.True(viewModel.GameplayDraft.LockUI);
@ -609,14 +597,12 @@ public sealed class RuntimeSettingsControllerTests
Assert.Equal(
controller.Gameplay.CoordinatesOnRadar,
viewModel.GameplayDraft.CoordinatesOnRadar);
Assert.False(viewModel.GameplayDraft.AutoTarget);
Assert.True(viewModel.GameplayDraft.LockUI);
Assert.True(viewModel.GameplayDraft.AcceptLootPermits);
viewModel.SetGameplay(viewModel.GameplayDraft with { ShowHelm = false });
viewModel.Save();
Assert.False(storage.GameplayValue.AutoTarget);
Assert.True(storage.GameplayValue.LockUI);
Assert.True(storage.GameplayValue.AcceptLootPermits);
Assert.False(storage.GameplayValue.ShowHelm);
@ -638,26 +624,19 @@ public sealed class RuntimeSettingsControllerTests
static _ => { });
controller.SetUiLocked(true);
controller.SetCombatGameplay(controller.Gameplay with { AutoTarget = false });
Assert.Throws<IOException>(() => controller.SetAcceptLootPermits(true));
Assert.True(viewModel.GameplayDraft.LockUI);
Assert.False(viewModel.GameplayDraft.AutoTarget);
Assert.True(viewModel.GameplayDraft.AcceptLootPermits);
viewModel.Cancel();
Assert.Equal(GameplaySettings.Default.LockUI, viewModel.GameplayDraft.LockUI);
Assert.Equal(
GameplaySettings.Default.AutoTarget,
viewModel.GameplayDraft.AutoTarget);
Assert.Equal(
GameplaySettings.Default.AcceptLootPermits,
viewModel.GameplayDraft.AcceptLootPermits);
Assert.Contains(logs, line =>
line.Contains("radar lock save failed", StringComparison.Ordinal));
Assert.Contains(logs, line =>
line.Contains("combat option save failed", StringComparison.Ordinal));
}
[Fact]
@ -928,6 +907,42 @@ public sealed class RuntimeSettingsControllerTests
Assert.Equal(["target-quality"], events);
}
[Fact]
public void SetUiLocked_AppliesEvenWhenGameplayLockUIAlreadyMatches_IfNeverActuallyApplied()
{
// MUST-FIX 4 (OP4 review-fix round, 2026-08-11, blast M3): the
// guard used to compare the requested value against
// `Gameplay.LockUI` — valid only while `ToggleUiLock` derived
// `locked` AS `!Gameplay.LockUI`. OP4 re-pointed `ToggleUiLock` to
// read the SERVER bit (RuntimeCharacterOptionsState) instead, a
// DIFFERENT store that can already equal a value this controller
// never actually pushed to `_runtimeTargets`. A pre-existing save
// seeds Gameplay.LockUI = true; the runtime target has never seen
// `true` — the FIRST SetUiLocked(true) call must still apply.
var events = new List<string>();
var storage = new FakeStorage(events)
{
GameplayValue = GameplaySettings.Default with { LockUI = true },
};
var controller = new RuntimeSettingsController(
storage,
static preset => QualitySettings.From(preset),
static _ => { });
Assert.True(controller.Gameplay.LockUI); // already true, but never applied
var targets = new FakeRuntimeTargets(events);
controller.BindRuntimeTargets(targets);
controller.SetUiLocked(true);
Assert.Equal(1, targets.UiLockCalls);
// A second call with the SAME value now correctly no-ops — this
// time it really was applied.
controller.SetUiLocked(true);
Assert.Equal(1, targets.UiLockCalls);
}
[Fact]
public void UiLockTargetFailureCanRetryTheSameRequestedValue()
{

View file

@ -142,6 +142,25 @@ public sealed class CharacterOptionsPageControllerTests
DatStringResolver.ComputeHash("ID_PlayerOption_HearPKDeaths"));
}
[Theory]
[InlineData("ID_CharacterOption_UIBehavior_Section", 0x06489B6Eu)]
[InlineData("ID_CharacterOption_UIDisplay_Section", 0x0A9BC99Eu)]
[InlineData("ID_CharacterOption_Grouping_Section", 0x0CBAAFAEu)]
[InlineData("ID_CharacterOption_OtherPlayers_Section", 0x0872DFFEu)]
[InlineData("ID_CharacterOption_CharacterBehavior_Section", 0x08674D5Eu)]
[InlineData("ID_CharacterOption_Chat_Section", 0x0987FE8Eu)]
public void HeaderKey_RetailNameHash_MatchesByteVerifiedStringId(
string headerKey, uint expectedHash)
{
// SF-2 (OP4 review-fix round, 2026-08-11): structure doc §7's six
// byte-verified header string ids — previously verified only by
// hand in the mechanism review, not pinned by a test. A typo in a
// HeaderKey literal would otherwise produce a silently blank
// header that only the user's eye catches.
Assert.Equal(expectedHash, DatStringResolver.ComputeHash(headerKey));
Assert.Contains(headerKey, CharacterOptionsPageController.Groups.Select(g => g.HeaderKey));
}
[Theory]
[MemberData(nameof(RetailEnumNameCases))]
public void RetailName_MatchesVerbatimAcclientEnumSpelling(
@ -479,6 +498,147 @@ public sealed class CharacterOptionsPageControllerTests
Assert.False(controller.CharacterPage.Changed);
}
// ── MUST-FIX 1 (OP4 review-fix round, 2026-08-11): the panel re-seeds
// from the live binding on OnShown instead of the pre-login
// constructor-default word it was constructed with. ─────────────────
[Fact]
public void OnShown_ReSeedsRow_FromLiveBindingValue_ChangedBehindItsBack()
{
// Simulates a fresh PlayerDescription landing (or simply "the
// character's real server value differs from the word this row
// was constructed with") without ever calling SetCurrentValue.
(OptionsPanelController controller, FakeBindings bindings, _) = BindReal();
CharacterOptionId id = AllRows().First().Id;
var row = Assert.IsType<BoolOptionRow>(controller.CharacterPage.Rows[0]);
bool initial = row.Current;
bindings.Values[id] = !initial;
bindings.Sets.Clear();
controller.CharacterPage.OnShown();
Assert.Equal(!initial, row.Current);
Assert.Equal(!initial, row.Saved);
Assert.False(controller.CharacterPage.Changed);
// The re-read must never round-trip through SetOption — that would
// send the re-seeded value back out over the wire (retail's own
// GetValue()-into-SaveCurrentValue never calls SetPlayerOption).
Assert.Empty(bindings.Sets);
}
[Fact]
public void OnShown_AllFiftyRows_ConvergeToTheLiveBindingSnapshot()
{
// The pre-login case: bind against a constructor-default word (the
// fake's dictionary starts empty -> every row seeds false), THEN
// the "server" state is populated (a PlayerDescription landing),
// THEN the page is shown — every one of the 50 rows must converge,
// matching retail's own InitOptions()+PostInit() / first tab-
// activation schedule (SaveCurrentValue re-reads GetValue() live).
var fakeBindings = new FakeBindings();
var random = new Random(20260811);
foreach (CharacterOptionsPageController.RowSpec spec in AllRows())
fakeBindings.Values[spec.Id] = random.Next(2) == 0;
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
OptionsPanelController controller = OptionsPanelController.Bind(
layout,
new OptionsPanelController.Callbacks(
Toggle: () => { },
RequestExitToCharacterSelection: () => { },
ExitGame: () => { },
UseMouseTurningSettings: () => { },
DisplaySystemMessage: _ => { }))!;
bool bound = CharacterOptionsPageController.Bind(
layout,
controller.CharacterPage,
MakeTemplateResolver(),
(_, _) => null,
fakeBindings.ToBindings());
Assert.True(bound);
controller.CharacterPage.OnShown();
int i = 0;
foreach (CharacterOptionsPageController.RowSpec spec in AllRows())
{
var row = (BoolOptionRow)controller.CharacterPage.Rows[i++];
Assert.Equal(fakeBindings.Values[spec.Id], row.Current);
Assert.Equal(fakeBindings.Values[spec.Id], row.Saved);
}
Assert.False(controller.CharacterPage.Changed);
}
[Fact]
public void Reset_AfterReseed_RestoresTheLiveValue_NotTheStaleConstructionDefault()
{
// The historical bug MF-1 closes: before the fix, Reset/tab-switch
// could only ever restore whatever the row was seeded with AT BIND
// TIME (the pre-login constructor word) — visually-idempotent
// "toggle then cancel" could silently mutate the server bit in the
// wrong direction. After the fix, OnShown re-seeds _saved from the
// live bit first, so Reset can only revert to what was ACTUALLY
// live at the last show.
(OptionsPanelController controller, FakeBindings bindings, _) = BindReal();
CharacterOptionId id = AllRows().First().Id;
var row = Assert.IsType<BoolOptionRow>(controller.CharacterPage.Rows[0]);
bindings.Values[id] = true;
controller.CharacterPage.OnShown(); // re-seed: current == saved == true
bindings.Sets.Clear();
row.SetCurrentValue(false); // user toggles it off, never clicks Apply
controller.CharacterPage.Reset();
Assert.True(row.Current);
Assert.Contains(bindings.Sets, s => s.Id == id && s.Value);
}
[Fact]
public void ClickingTheRealCheckboxWidget_PublishesSetOption_ViaMouseDownUpClick()
{
// SF-2/S6 (OP4 review-fix round, 2026-08-11): every other test in
// this suite drives BoolOptionRow.SetCurrentValue directly, which
// would stay green even if the toggle template's checkbox
// (0x10000219) ever lost its authored DAT property 0x0B
// (UiButton.ToggleBehavior) — the mechanism the whole LED click
// interaction rests on (mechanism review §1.5). This drives the
// REAL MouseDown/MouseUp/Click sequence: MouseUp flips
// UiButton.Selected FIRST (ToggleBehavior), then Click invokes
// checkbox.OnClick, which reads the NEW Selected value.
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
OptionsPanelController controller = OptionsPanelController.Bind(
layout,
new OptionsPanelController.Callbacks(
Toggle: () => { },
RequestExitToCharacterSelection: () => { },
ExitGame: () => { },
UseMouseTurningSettings: () => { },
DisplaySystemMessage: _ => { }))!;
var fakeBindings = new FakeBindings();
bool bound = CharacterOptionsPageController.Bind(
layout, controller.CharacterPage, MakeTemplateResolver(), (_, _) => null,
fakeBindings.ToBindings());
Assert.True(bound);
var listBox = Assert.IsType<UiTemplateListBox>(
layout.FindElement(CharacterOptionsPageController.ListBoxElementId));
var checkbox = Assert.IsType<UiButton>(
UiElement.FindDescendant(listBox, 0x10000219u));
CharacterOptionId id = AllRows().First().Id;
Assert.False(checkbox.Selected);
checkbox.OnEvent(new UiEvent(0, checkbox, UiEventType.MouseDown, Data1: 0, Data2: 0));
checkbox.OnEvent(new UiEvent(0, checkbox, UiEventType.MouseUp, Data1: 0, Data2: 0));
checkbox.OnEvent(new UiEvent(0, checkbox, UiEventType.Click));
Assert.True(checkbox.Selected);
var set = Assert.Single(fakeBindings.Sets);
Assert.Equal(id, set.Id);
Assert.True(set.Value);
}
[Fact]
public void ScrollbarLinkage_ModelPointsAtTheListBoxScroll()
{

View file

@ -2,8 +2,7 @@ using AcDream.App.Combat;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Combat;
using AcDream.Runtime.Gameplay;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.Core.Net.Messages;
namespace AcDream.App.Tests.UI.Layout;
@ -11,6 +10,21 @@ public sealed class CombatUiControllerTests
{
private static (uint, int, int) NoTex(uint _) => (0u, 0, 0);
/// <summary>
/// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2): the three
/// combat LEDs now read/write through the SAME server-bit seam the
/// Character tab's rows use — this fake is the test-local stand-in for
/// the production RuntimeCharacterOptionsState-backed binding.
/// </summary>
private sealed class FakeOptionBindings
{
public Dictionary<CharacterOptionId, bool> Values { get; } = new();
public CombatUiController.Bindings ToBindings() => new(
CurrentValue: id => Values.TryGetValue(id, out bool v) && v,
SetOption: (id, value) => Values[id] = value);
}
[Fact]
public void CombatMode_ShowsPhysicalAndMagicPages_AndSelectsMediumByDefault()
{
@ -19,9 +33,9 @@ public sealed class CombatUiControllerTests
using var attacks = CreateAttacks(combat, () => now, []);
var (layout, basic, spellcasting, power, high, medium, low) = BuildLayout();
var visibility = new List<bool>();
GameplaySettings gameplay = GameplaySettings.Default;
var options = new FakeOptionBindings();
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
layout, combat, attacks, options.ToBindings(),
Labels, visibility.Add)!;
controller.SyncVisibility();
@ -45,9 +59,9 @@ public sealed class CombatUiControllerTests
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => now, sent);
var (layout, basic, advanced, power, high, _, _) = BuildLayout();
GameplaySettings gameplay = GameplaySettings.Default;
var options = new FakeOptionBindings();
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
layout, combat, attacks, options.ToBindings(),
Labels, _ => { })!;
combat.SetCombatMode(CombatMode.Melee);
@ -69,9 +83,10 @@ public sealed class CombatUiControllerTests
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => 0d, []);
var (layout, _, _, _, _, _, _) = BuildLayout();
GameplaySettings gameplay = GameplaySettings.Default;
var options = new FakeOptionBindings();
options.Values[CharacterOptionId.AutoTarget] = true;
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
layout, combat, attacks, options.ToBindings(),
Labels, _ => { })!;
var autoTarget = Assert.IsType<UiButton>(layout.FindElement(CombatUiController.AutoTargetId));
@ -79,7 +94,7 @@ public sealed class CombatUiControllerTests
autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.MouseUp, Data1: 3, Data2: 3));
autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.Click, Data1: 3, Data2: 3));
Assert.False(gameplay.AutoTarget);
Assert.False(options.Values[CharacterOptionId.AutoTarget]);
}
[Fact]
@ -88,9 +103,9 @@ public sealed class CombatUiControllerTests
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => 0d, []);
var (layout, _, _, power, _, _, _) = BuildLayout();
GameplaySettings gameplay = GameplaySettings.Default;
var options = new FakeOptionBindings();
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
layout, combat, attacks, options.ToBindings(),
Labels, _ => { })!;
var speed = Assert.IsType<UiText>(layout.FindElement(CombatUiController.SpeedLabelId));
@ -108,9 +123,9 @@ public sealed class CombatUiControllerTests
ImportedLayout layout = LayoutImporter.Build(info, NoTex, datFont: null);
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => 0d, []);
GameplaySettings gameplay = GameplaySettings.Default;
var options = new FakeOptionBindings();
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
layout, combat, attacks, options.ToBindings(),
Labels, _ => { })!;
ApplyAnchors(layout.Root);

View file

@ -158,6 +158,113 @@ public sealed class OptionsPanelControllerTests
Assert.Equal(0, flushCount);
}
// ── MUST-FIX 2 (OP4 review-fix round, 2026-08-11): Apply/Reset gating ──────
private static (UiButton Apply, UiButton Reset, UiButton Defaults) GetCharacterPageButtons(
OptionsPanelController controller)
{
UiElement pageRoot = UiElement.FindDescendant(controller.Root, 0x10000211u)!; // Character page slot
var apply = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FCu));
var reset = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FDu));
var defaults = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FEu));
return (apply, reset, defaults);
}
[Fact]
public void CharacterPage_ApplyAndReset_StartDisabled_OnFreshBind()
{
// Retail's PostInit calls InitOptions() then OnOptionChanged(0), so
// the pair starts Ghosted before any row has ever been touched.
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List<string>();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
Assert.False(apply.Enabled);
Assert.False(reset.Enabled);
}
[Fact]
public void CharacterPage_OneLedClick_EnablesApplyAndReset()
{
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List<string>();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
var row = new BoolOptionRow(initial: false, defaultValue: false);
controller.CharacterPage.Register(row);
(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
row.SetCurrentValue(true);
Assert.True(apply.Enabled);
Assert.True(reset.Enabled);
}
[Fact]
public void CharacterPage_Apply_DisablesApplyAndResetAgain()
{
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List<string>();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
var row = new BoolOptionRow(initial: false, defaultValue: false);
controller.CharacterPage.Register(row);
(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
row.SetCurrentValue(true);
controller.CharacterPage.Apply();
Assert.False(apply.Enabled);
Assert.False(reset.Enabled);
}
[Fact]
public void CharacterPage_Defaults_LeavesApplyAndResetEnabled_WhenSomethingActuallyChanged()
{
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List<string>();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
var row = new BoolOptionRow(initial: false, defaultValue: true);
controller.CharacterPage.Register(row);
(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
controller.CharacterPage.Defaults();
Assert.True(row.Current);
Assert.True(controller.CharacterPage.Changed);
Assert.True(apply.Enabled);
Assert.True(reset.Enabled);
}
[Fact]
public void CharacterPage_Defaults_IsNeverGated()
{
// Retail's Defaults override never fetches its own child id at all
// — it must never grey itself out, before OR after a real change.
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List<string>();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
var row = new BoolOptionRow(initial: false, defaultValue: false);
controller.CharacterPage.Register(row);
(_, _, UiButton defaults) = GetCharacterPageButtons(controller);
Assert.True(defaults.Enabled);
row.SetCurrentValue(true);
Assert.True(defaults.Enabled);
controller.CharacterPage.Apply();
Assert.True(defaults.Enabled);
controller.CharacterPage.Defaults();
Assert.True(defaults.Enabled);
}
// ── Close button ─────────────────────────────────────────────────────────
[Fact]

View file

@ -1,3 +1,5 @@
using System.Globalization;
using System.Threading;
using AcDream.Core.Chat;
using AcDream.Core.Combat;
using Xunit;
@ -336,4 +338,83 @@ public sealed class ChatLogTests
log.OnCombatLine("You hit Mosswart for 5 slashing damage (50.0%).", logTextType: 0x06u);
Assert.Equal(0x06u, log.Snapshot()[0].LogTextType);
}
// ── SF-1/S1 (OP4 review-fix round, 2026-08-11): DisplayTimestampsSource
// prefixes EVERY producer through the shared Append seam, not just
// RuntimeCommunicationState.AddText's own subset of callers. ────────
[Fact]
public void DisplayTimestampsSource_Unbound_NoPrefix()
{
var log = new ChatLog();
log.OnLocalSpeech("Alice", "hi", 0xAAu, isRanged: false, logTextType: 0x02u);
Assert.Equal("hi", log.Snapshot()[0].Text);
}
[Theory]
[InlineData(false)]
[InlineData(true)]
public void DisplayTimestampsSource_GatesThePrefix(bool timestampsOn)
{
var log = new ChatLog { DisplayTimestampsSource = () => timestampsOn };
log.OnLocalSpeech("Alice", "hi", 0xAAu, isRanged: false, logTextType: 0x02u);
string text = log.Snapshot()[0].Text;
if (timestampsOn)
Assert.Matches(@"^\d{1,2}:\d{2}:\d{2} hi$", text);
else
Assert.Equal("hi", text);
}
[Theory]
// Every public ingestion method — proving the prefix applies at the
// ONE shared Append seam, not per-caller.
[InlineData("OnEmote")]
[InlineData("OnSoulEmote")]
[InlineData("OnChannelBroadcast")]
[InlineData("OnTellReceived")]
[InlineData("OnSystemMessage")]
[InlineData("OnPopup")]
[InlineData("OnCombatLine")]
[InlineData("OnSelfSent")]
[InlineData("OnPlayerKilled")]
public void DisplayTimestampsSource_AppliesToEveryProducer(string method)
{
var log = new ChatLog { DisplayTimestampsSource = () => true };
switch (method)
{
case "OnEmote": log.OnEmote("Caith", "waves", 0xCAFEu); break;
case "OnSoulEmote": log.OnSoulEmote("Bob", "dances", 0xBEEFu); break;
case "OnChannelBroadcast": log.OnChannelBroadcast(42u, "Alice", "motd"); break;
case "OnTellReceived": log.OnTellReceived("Alice", "psst", 0xAAu, logTextType: 0x03u); break;
case "OnSystemMessage": log.OnSystemMessage("fizzled", chatType: 5); break;
case "OnPopup": log.OnPopup("modal"); break;
case "OnCombatLine": log.OnCombatLine("hit", logTextType: 0x06u); break;
case "OnSelfSent": log.OnSelfSent(ChatKind.Tell, "hey", logTextType: 0x04u, targetOrChannel: "Alice"); break;
case "OnPlayerKilled": log.OnPlayerKilled("died", 0x1u, 0x2u); break;
}
string text = log.Snapshot()[0].Text;
Assert.Matches(@"^\d{1,2}:\d{2}:\d{2} .+$", text);
}
[Fact]
public void DisplayTimestampsSource_UsesLiteralColons_RegardlessOfCurrentCulture()
{
CultureInfo original = Thread.CurrentThread.CurrentCulture;
try
{
Thread.CurrentThread.CurrentCulture = CultureInfo.GetCultureInfo("fi-FI");
var log = new ChatLog { DisplayTimestampsSource = () => true };
log.OnSystemMessage("fizzled", chatType: 0);
Assert.Matches(@"^\d{1,2}:\d{2}:\d{2} fizzled$", log.Snapshot()[0].Text);
}
finally
{
Thread.CurrentThread.CurrentCulture = original;
}
}
}

View file

@ -1,3 +1,5 @@
using System.Globalization;
using System.Threading;
using AcDream.Core.Chat;
using AcDream.Core.Social;
using AcDream.Runtime.Gameplay;
@ -276,10 +278,56 @@ public sealed class RuntimeCommunicationStateTests
Assert.NotEqual("Your spell fizzled.", text);
// Retail ctor default format "%#H:%M:%S " (non-zero-padded 24h
// hour, zero-padded minute:second, trailing space before the
// text) — .NET "H:mm:ss " is the exact equivalent.
// text) — .NET "H\:mm\:ss " (colons ESCAPED, not the
// culture-dependent TimeSeparator placeholder) is the exact
// equivalent (SF-1/S4, OP4 review-fix round, 2026-08-11).
Assert.Matches(@"^\d{1,2}:\d{2}:\d{2} Your spell fizzled\.$", text);
}
[Fact]
public void AddText_TimestampsTrue_UsesLiteralColons_RegardlessOfCurrentCulture()
{
// SF-1/S4 (OP4 review-fix round, 2026-08-11): an unescaped "H:mm:ss"
// format string renders ':' as CurrentCulture.DateTimeFormat.
// TimeSeparator, which is NOT ':' on cultures like fi-FI ("."). The
// fix escapes the colons and forces InvariantCulture — prove the
// output stays colon-separated even under a culture that would
// otherwise substitute a different separator.
CultureInfo original = Thread.CurrentThread.CurrentCulture;
try
{
Thread.CurrentThread.CurrentCulture = CultureInfo.GetCultureInfo("fi-FI");
using var state = new RuntimeCommunicationState { DisplayTimestampsSource = () => true };
state.AddText("Your spell fizzled.", RetailLogTextType.Default);
string text = state.Chat.Snapshot()[0].Text;
Assert.Matches(@"^\d{1,2}:\d{2}:\d{2} Your spell fizzled\.$", text);
}
finally
{
Thread.CurrentThread.CurrentCulture = original;
}
}
[Fact]
public void DisplayTimestampsSource_ForwardsToChat_TimestampingEveryProducer_NotJustAddText()
{
// S1 (OP4 review-fix round, 2026-08-11, blast lens): AddText's own
// callers (ServerMessage/WeenieError) were a strict SUBSET of
// every chat producer — heard speech, emotes, Turbine channels,
// and combat text all bypassed it by calling ChatLog's own OnXxx
// methods directly. Setting DisplayTimestampsSource on this class
// must timestamp lines that never go through AddText at all.
using var state = new RuntimeCommunicationState { DisplayTimestampsSource = () => true };
state.Chat.OnLocalSpeech("Alice", "hi", 0xAAu, isRanged: false, logTextType: 0x02u);
string text = state.Chat.Snapshot()[0].Text;
Assert.EndsWith("hi", text);
Assert.Matches(@"^\d{1,2}:\d{2}:\d{2} hi$", text);
}
[Fact]
public void AddText_TimestampsTrue_NeverAppliedToClientLocalSpewBox()
{

View file

@ -16,8 +16,6 @@ public sealed class GameplaySettingsTests
// starting point, not retail-bitmask. A change to any of these
// should be a deliberate decision, not a drive-by.
var d = GameplaySettings.Default;
Assert.True(d.AutoTarget);
Assert.True(d.AutoRepeatAttack);
Assert.True(d.ToggleRun);
Assert.False(d.AdvancedCombatUI);
Assert.True(d.ShowTooltips);
@ -36,8 +34,8 @@ public sealed class GameplaySettingsTests
public void Equality_is_value_based()
{
var a = GameplaySettings.Default;
var b = GameplaySettings.Default with { AutoTarget = false };
var c = GameplaySettings.Default with { AutoTarget = false };
var b = GameplaySettings.Default with { ToggleRun = false };
var c = GameplaySettings.Default with { ToggleRun = false };
Assert.NotEqual(a, b);
Assert.Equal(b, c);
}
@ -48,7 +46,7 @@ public sealed class GameplaySettingsTests
var d = GameplaySettings.Default with { LockUI = true };
Assert.True(d.LockUI);
// Other fields untouched.
Assert.Equal(GameplaySettings.Default.AutoTarget, d.AutoTarget);
Assert.Equal(GameplaySettings.Default.ToggleRun, d.ToggleRun);
Assert.Equal(GameplaySettings.Default.ShowHelm, d.ShowHelm);
}
}

View file

@ -395,8 +395,15 @@ public sealed class SettingsPanelTests
.Select(c => (string)c.Args[0]!).ToList();
// Spot check the major retail-named toggles. Don't assert exact
// count — adding new toggles shouldn't break this test.
Assert.Contains("Auto-target on attack", checks);
Assert.Contains("Auto-repeat attacks", checks);
//
// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2):
// "Auto-target on attack" / "Auto-repeat attacks" were retired
// from this panel — those two options (plus "Keep combat target
// in view") now read/write the canonical server bit through
// CombatUiController, not the client-local GameplaySettings
// record this dat-free panel edits.
Assert.DoesNotContain("Auto-target on attack", checks);
Assert.DoesNotContain("Auto-repeat attacks", checks);
Assert.Contains("Run mode is toggle (vs hold)", checks);
Assert.Contains("Show item tooltips", checks);
Assert.Contains("Show helm on character", checks);
@ -415,7 +422,7 @@ public sealed class SettingsPanelTests
var checks = r.Calls.Where(c => c.Method == "Checkbox")
.Select(c => (string)c.Args[0]!).ToList();
Assert.DoesNotContain("Auto-target on attack", checks);
Assert.DoesNotContain("Run mode is toggle (vs hold)", checks);
Assert.DoesNotContain("Lock UI (disable panel drag/resize)", checks);
}

View file

@ -221,7 +221,6 @@ public sealed class SettingsStoreTests : System.IDisposable
var store = new SettingsStore(_tempPath);
var original = GameplaySettings.Default with
{
AutoTarget = false,
AdvancedCombatUI = true,
ShowHelm = false,
LockUI = true,
@ -249,7 +248,7 @@ public sealed class SettingsStoreTests : System.IDisposable
var loaded = store.LoadGameplay();
Assert.True(loaded.LockUI);
Assert.Equal(GameplaySettings.Default.AutoTarget, loaded.AutoTarget);
Assert.Equal(GameplaySettings.Default.ToggleRun, loaded.ToggleRun);
Assert.Equal(GameplaySettings.Default.ShowHelm, loaded.ShowHelm);
}

View file

@ -420,7 +420,7 @@ public sealed class SettingsVMTests
[Fact]
public void GameplayDraft_initial_value_matches_persisted()
{
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
var custom = GameplaySettings.Default with { LockUI = true };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
Assert.Equal(custom, vm.GameplayDraft);
Assert.False(vm.HasUnsavedChanges);
@ -438,7 +438,7 @@ public sealed class SettingsVMTests
public void ApplyExternalGameplayChange_updates_both_snapshots_and_preserves_other_drafts()
{
var (vm, _, _, _, _, _, _, _, _, _) = Build();
bool persistedAutoTarget = !GameplaySettings.Default.AutoTarget;
bool persistedLockUI = !GameplaySettings.Default.LockUI;
vm.SetGameplay(vm.GameplayDraft with
{
@ -448,10 +448,10 @@ public sealed class SettingsVMTests
vm.ApplyExternalGameplayChange(gameplay => gameplay with
{
AutoTarget = persistedAutoTarget,
LockUI = persistedLockUI,
});
Assert.Equal(persistedAutoTarget, vm.GameplayDraft.AutoTarget);
Assert.Equal(persistedLockUI, vm.GameplayDraft.LockUI);
Assert.Equal(
!GameplaySettings.Default.ShowTooltips,
vm.GameplayDraft.ShowTooltips);
@ -462,7 +462,7 @@ public sealed class SettingsVMTests
vm.Cancel();
Assert.Equal(persistedAutoTarget, vm.GameplayDraft.AutoTarget);
Assert.Equal(persistedLockUI, vm.GameplayDraft.LockUI);
Assert.Equal(
GameplaySettings.Default.ShowTooltips,
vm.GameplayDraft.ShowTooltips);
@ -478,7 +478,7 @@ public sealed class SettingsVMTests
var (vm, _, _, _, _, _, _, savedGameplayHistory, _, _) = Build();
vm.SetGameplay(vm.GameplayDraft with
{
AutoTarget = false,
LockUI = true,
ShowTooltips = false,
UseMouseTurning = true,
});
@ -486,7 +486,7 @@ public sealed class SettingsVMTests
vm.Save();
Assert.Single(savedGameplayHistory);
Assert.False(savedGameplayHistory[0].AutoTarget);
Assert.True(savedGameplayHistory[0].LockUI);
Assert.False(savedGameplayHistory[0].ShowTooltips);
Assert.True(savedGameplayHistory[0].UseMouseTurning);
Assert.False(vm.HasUnsavedChanges);
@ -509,7 +509,7 @@ public sealed class SettingsVMTests
[Fact]
public void ResetAllToDefaults_resets_gameplay_to_default()
{
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
var custom = GameplaySettings.Default with { LockUI = true };
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
Assert.NotEqual(GameplaySettings.Default, vm.GameplayDraft);