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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@ -142,6 +142,25 @@ public sealed class CharacterOptionsPageControllerTests
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DatStringResolver.ComputeHash("ID_PlayerOption_HearPKDeaths"));
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}
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[Theory]
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[InlineData("ID_CharacterOption_UIBehavior_Section", 0x06489B6Eu)]
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[InlineData("ID_CharacterOption_UIDisplay_Section", 0x0A9BC99Eu)]
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[InlineData("ID_CharacterOption_Grouping_Section", 0x0CBAAFAEu)]
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[InlineData("ID_CharacterOption_OtherPlayers_Section", 0x0872DFFEu)]
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[InlineData("ID_CharacterOption_CharacterBehavior_Section", 0x08674D5Eu)]
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[InlineData("ID_CharacterOption_Chat_Section", 0x0987FE8Eu)]
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public void HeaderKey_RetailNameHash_MatchesByteVerifiedStringId(
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string headerKey, uint expectedHash)
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{
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// SF-2 (OP4 review-fix round, 2026-08-11): structure doc §7's six
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// byte-verified header string ids — previously verified only by
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// hand in the mechanism review, not pinned by a test. A typo in a
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// HeaderKey literal would otherwise produce a silently blank
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// header that only the user's eye catches.
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Assert.Equal(expectedHash, DatStringResolver.ComputeHash(headerKey));
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Assert.Contains(headerKey, CharacterOptionsPageController.Groups.Select(g => g.HeaderKey));
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}
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[Theory]
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[MemberData(nameof(RetailEnumNameCases))]
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public void RetailName_MatchesVerbatimAcclientEnumSpelling(
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@ -479,6 +498,147 @@ public sealed class CharacterOptionsPageControllerTests
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Assert.False(controller.CharacterPage.Changed);
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}
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// ── MUST-FIX 1 (OP4 review-fix round, 2026-08-11): the panel re-seeds
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// from the live binding on OnShown instead of the pre-login
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// constructor-default word it was constructed with. ─────────────────
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[Fact]
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public void OnShown_ReSeedsRow_FromLiveBindingValue_ChangedBehindItsBack()
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{
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// Simulates a fresh PlayerDescription landing (or simply "the
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// character's real server value differs from the word this row
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// was constructed with") without ever calling SetCurrentValue.
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(OptionsPanelController controller, FakeBindings bindings, _) = BindReal();
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CharacterOptionId id = AllRows().First().Id;
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var row = Assert.IsType<BoolOptionRow>(controller.CharacterPage.Rows[0]);
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bool initial = row.Current;
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bindings.Values[id] = !initial;
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bindings.Sets.Clear();
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controller.CharacterPage.OnShown();
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Assert.Equal(!initial, row.Current);
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Assert.Equal(!initial, row.Saved);
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Assert.False(controller.CharacterPage.Changed);
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// The re-read must never round-trip through SetOption — that would
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// send the re-seeded value back out over the wire (retail's own
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// GetValue()-into-SaveCurrentValue never calls SetPlayerOption).
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Assert.Empty(bindings.Sets);
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}
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[Fact]
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public void OnShown_AllFiftyRows_ConvergeToTheLiveBindingSnapshot()
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{
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// The pre-login case: bind against a constructor-default word (the
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// fake's dictionary starts empty -> every row seeds false), THEN
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// the "server" state is populated (a PlayerDescription landing),
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// THEN the page is shown — every one of the 50 rows must converge,
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// matching retail's own InitOptions()+PostInit() / first tab-
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// activation schedule (SaveCurrentValue re-reads GetValue() live).
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var fakeBindings = new FakeBindings();
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var random = new Random(20260811);
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foreach (CharacterOptionsPageController.RowSpec spec in AllRows())
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fakeBindings.Values[spec.Id] = random.Next(2) == 0;
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout,
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new OptionsPanelController.Callbacks(
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Toggle: () => { },
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RequestExitToCharacterSelection: () => { },
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ExitGame: () => { },
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UseMouseTurningSettings: () => { },
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DisplaySystemMessage: _ => { }))!;
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bool bound = CharacterOptionsPageController.Bind(
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layout,
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controller.CharacterPage,
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MakeTemplateResolver(),
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(_, _) => null,
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fakeBindings.ToBindings());
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Assert.True(bound);
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controller.CharacterPage.OnShown();
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int i = 0;
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foreach (CharacterOptionsPageController.RowSpec spec in AllRows())
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{
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var row = (BoolOptionRow)controller.CharacterPage.Rows[i++];
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Assert.Equal(fakeBindings.Values[spec.Id], row.Current);
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Assert.Equal(fakeBindings.Values[spec.Id], row.Saved);
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}
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Assert.False(controller.CharacterPage.Changed);
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}
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[Fact]
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public void Reset_AfterReseed_RestoresTheLiveValue_NotTheStaleConstructionDefault()
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{
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// The historical bug MF-1 closes: before the fix, Reset/tab-switch
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// could only ever restore whatever the row was seeded with AT BIND
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// TIME (the pre-login constructor word) — visually-idempotent
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// "toggle then cancel" could silently mutate the server bit in the
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// wrong direction. After the fix, OnShown re-seeds _saved from the
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// live bit first, so Reset can only revert to what was ACTUALLY
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// live at the last show.
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(OptionsPanelController controller, FakeBindings bindings, _) = BindReal();
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CharacterOptionId id = AllRows().First().Id;
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var row = Assert.IsType<BoolOptionRow>(controller.CharacterPage.Rows[0]);
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bindings.Values[id] = true;
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controller.CharacterPage.OnShown(); // re-seed: current == saved == true
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bindings.Sets.Clear();
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row.SetCurrentValue(false); // user toggles it off, never clicks Apply
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controller.CharacterPage.Reset();
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Assert.True(row.Current);
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Assert.Contains(bindings.Sets, s => s.Id == id && s.Value);
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}
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[Fact]
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public void ClickingTheRealCheckboxWidget_PublishesSetOption_ViaMouseDownUpClick()
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{
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// SF-2/S6 (OP4 review-fix round, 2026-08-11): every other test in
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// this suite drives BoolOptionRow.SetCurrentValue directly, which
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// would stay green even if the toggle template's checkbox
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// (0x10000219) ever lost its authored DAT property 0x0B
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// (UiButton.ToggleBehavior) — the mechanism the whole LED click
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// interaction rests on (mechanism review §1.5). This drives the
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// REAL MouseDown/MouseUp/Click sequence: MouseUp flips
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// UiButton.Selected FIRST (ToggleBehavior), then Click invokes
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// checkbox.OnClick, which reads the NEW Selected value.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout,
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new OptionsPanelController.Callbacks(
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Toggle: () => { },
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RequestExitToCharacterSelection: () => { },
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ExitGame: () => { },
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UseMouseTurningSettings: () => { },
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DisplaySystemMessage: _ => { }))!;
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var fakeBindings = new FakeBindings();
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bool bound = CharacterOptionsPageController.Bind(
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layout, controller.CharacterPage, MakeTemplateResolver(), (_, _) => null,
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fakeBindings.ToBindings());
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Assert.True(bound);
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var listBox = Assert.IsType<UiTemplateListBox>(
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layout.FindElement(CharacterOptionsPageController.ListBoxElementId));
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var checkbox = Assert.IsType<UiButton>(
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UiElement.FindDescendant(listBox, 0x10000219u));
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CharacterOptionId id = AllRows().First().Id;
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Assert.False(checkbox.Selected);
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checkbox.OnEvent(new UiEvent(0, checkbox, UiEventType.MouseDown, Data1: 0, Data2: 0));
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checkbox.OnEvent(new UiEvent(0, checkbox, UiEventType.MouseUp, Data1: 0, Data2: 0));
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checkbox.OnEvent(new UiEvent(0, checkbox, UiEventType.Click));
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Assert.True(checkbox.Selected);
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var set = Assert.Single(fakeBindings.Sets);
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Assert.Equal(id, set.Id);
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Assert.True(set.Value);
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}
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[Fact]
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public void ScrollbarLinkage_ModelPointsAtTheListBoxScroll()
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{
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@ -2,8 +2,7 @@ using AcDream.App.Combat;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Combat;
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using AcDream.Runtime.Gameplay;
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using AcDream.UI.Abstractions.Panels.Settings;
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using AcDream.Core.Net.Messages;
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namespace AcDream.App.Tests.UI.Layout;
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@ -11,6 +10,21 @@ public sealed class CombatUiControllerTests
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{
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private static (uint, int, int) NoTex(uint _) => (0u, 0, 0);
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/// <summary>
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/// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2): the three
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/// combat LEDs now read/write through the SAME server-bit seam the
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/// Character tab's rows use — this fake is the test-local stand-in for
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/// the production RuntimeCharacterOptionsState-backed binding.
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/// </summary>
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private sealed class FakeOptionBindings
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{
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public Dictionary<CharacterOptionId, bool> Values { get; } = new();
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public CombatUiController.Bindings ToBindings() => new(
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CurrentValue: id => Values.TryGetValue(id, out bool v) && v,
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SetOption: (id, value) => Values[id] = value);
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}
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[Fact]
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public void CombatMode_ShowsPhysicalAndMagicPages_AndSelectsMediumByDefault()
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{
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@ -19,9 +33,9 @@ public sealed class CombatUiControllerTests
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using var attacks = CreateAttacks(combat, () => now, []);
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var (layout, basic, spellcasting, power, high, medium, low) = BuildLayout();
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var visibility = new List<bool>();
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GameplaySettings gameplay = GameplaySettings.Default;
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var options = new FakeOptionBindings();
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using var controller = CombatUiController.Bind(
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layout, combat, attacks, () => gameplay, value => gameplay = value,
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layout, combat, attacks, options.ToBindings(),
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Labels, visibility.Add)!;
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controller.SyncVisibility();
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var combat = new CombatState();
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using var attacks = CreateAttacks(combat, () => now, sent);
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var (layout, basic, advanced, power, high, _, _) = BuildLayout();
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GameplaySettings gameplay = GameplaySettings.Default;
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var options = new FakeOptionBindings();
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using var controller = CombatUiController.Bind(
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layout, combat, attacks, () => gameplay, value => gameplay = value,
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layout, combat, attacks, options.ToBindings(),
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Labels, _ => { })!;
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combat.SetCombatMode(CombatMode.Melee);
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@ -69,9 +83,10 @@ public sealed class CombatUiControllerTests
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var combat = new CombatState();
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using var attacks = CreateAttacks(combat, () => 0d, []);
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var (layout, _, _, _, _, _, _) = BuildLayout();
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GameplaySettings gameplay = GameplaySettings.Default;
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var options = new FakeOptionBindings();
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options.Values[CharacterOptionId.AutoTarget] = true;
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using var controller = CombatUiController.Bind(
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layout, combat, attacks, () => gameplay, value => gameplay = value,
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layout, combat, attacks, options.ToBindings(),
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Labels, _ => { })!;
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var autoTarget = Assert.IsType<UiButton>(layout.FindElement(CombatUiController.AutoTargetId));
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@ -79,7 +94,7 @@ public sealed class CombatUiControllerTests
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autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.MouseUp, Data1: 3, Data2: 3));
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autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.Click, Data1: 3, Data2: 3));
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Assert.False(gameplay.AutoTarget);
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Assert.False(options.Values[CharacterOptionId.AutoTarget]);
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}
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[Fact]
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@ -88,9 +103,9 @@ public sealed class CombatUiControllerTests
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var combat = new CombatState();
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using var attacks = CreateAttacks(combat, () => 0d, []);
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var (layout, _, _, power, _, _, _) = BuildLayout();
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GameplaySettings gameplay = GameplaySettings.Default;
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var options = new FakeOptionBindings();
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using var controller = CombatUiController.Bind(
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layout, combat, attacks, () => gameplay, value => gameplay = value,
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layout, combat, attacks, options.ToBindings(),
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Labels, _ => { })!;
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var speed = Assert.IsType<UiText>(layout.FindElement(CombatUiController.SpeedLabelId));
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@ -108,9 +123,9 @@ public sealed class CombatUiControllerTests
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ImportedLayout layout = LayoutImporter.Build(info, NoTex, datFont: null);
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var combat = new CombatState();
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using var attacks = CreateAttacks(combat, () => 0d, []);
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GameplaySettings gameplay = GameplaySettings.Default;
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var options = new FakeOptionBindings();
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using var controller = CombatUiController.Bind(
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layout, combat, attacks, () => gameplay, value => gameplay = value,
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layout, combat, attacks, options.ToBindings(),
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Labels, _ => { })!;
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ApplyAnchors(layout.Root);
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@ -158,6 +158,113 @@ public sealed class OptionsPanelControllerTests
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Assert.Equal(0, flushCount);
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}
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// ── MUST-FIX 2 (OP4 review-fix round, 2026-08-11): Apply/Reset gating ──────
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private static (UiButton Apply, UiButton Reset, UiButton Defaults) GetCharacterPageButtons(
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OptionsPanelController controller)
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{
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UiElement pageRoot = UiElement.FindDescendant(controller.Root, 0x10000211u)!; // Character page slot
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var apply = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FCu));
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var reset = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FDu));
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var defaults = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FEu));
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return (apply, reset, defaults);
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}
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[Fact]
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public void CharacterPage_ApplyAndReset_StartDisabled_OnFreshBind()
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{
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// Retail's PostInit calls InitOptions() then OnOptionChanged(0), so
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// the pair starts Ghosted before any row has ever been touched.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
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Assert.False(apply.Enabled);
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Assert.False(reset.Enabled);
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}
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[Fact]
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public void CharacterPage_OneLedClick_EnablesApplyAndReset()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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var row = new BoolOptionRow(initial: false, defaultValue: false);
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controller.CharacterPage.Register(row);
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(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
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row.SetCurrentValue(true);
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Assert.True(apply.Enabled);
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Assert.True(reset.Enabled);
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}
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[Fact]
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public void CharacterPage_Apply_DisablesApplyAndResetAgain()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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var row = new BoolOptionRow(initial: false, defaultValue: false);
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controller.CharacterPage.Register(row);
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(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
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row.SetCurrentValue(true);
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controller.CharacterPage.Apply();
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Assert.False(apply.Enabled);
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Assert.False(reset.Enabled);
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}
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[Fact]
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public void CharacterPage_Defaults_LeavesApplyAndResetEnabled_WhenSomethingActuallyChanged()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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var row = new BoolOptionRow(initial: false, defaultValue: true);
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controller.CharacterPage.Register(row);
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(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
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controller.CharacterPage.Defaults();
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Assert.True(row.Current);
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Assert.True(controller.CharacterPage.Changed);
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Assert.True(apply.Enabled);
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Assert.True(reset.Enabled);
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}
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[Fact]
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public void CharacterPage_Defaults_IsNeverGated()
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{
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// Retail's Defaults override never fetches its own child id at all
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// — it must never grey itself out, before OR after a real change.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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var row = new BoolOptionRow(initial: false, defaultValue: false);
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controller.CharacterPage.Register(row);
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(_, _, UiButton defaults) = GetCharacterPageButtons(controller);
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Assert.True(defaults.Enabled);
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|
||||
row.SetCurrentValue(true);
|
||||
Assert.True(defaults.Enabled);
|
||||
|
||||
controller.CharacterPage.Apply();
|
||||
Assert.True(defaults.Enabled);
|
||||
|
||||
controller.CharacterPage.Defaults();
|
||||
Assert.True(defaults.Enabled);
|
||||
}
|
||||
|
||||
// ── Close button ─────────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue