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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@ -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);
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Assert.True(defaults.Enabled);
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controller.CharacterPage.Apply();
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Assert.True(defaults.Enabled);
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controller.CharacterPage.Defaults();
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Assert.True(defaults.Enabled);
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}
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// ── Close button ─────────────────────────────────────────────────────────
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[Fact]
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