docs+test: #372 — Options tabs blank + Gameplay buttons dead at first connected gate

The user's first Campaign OP connected gate (ACDREAM_RETAIL_UI=1, live
ACE) failed: Character/Chat/Config tabs render blank, only Exit Game of
the seven Gameplay buttons visibly acted. A live-DAT mount probe
(committed, env-gated) proves the panel BUILDS completely — root
UiTabPanel with a 4-entry tab table, all four page slots, all three page
ListBoxes as UiTemplateListBox with row templates, all seven buttons as
UiButton — and the three page controllers' Bind() run at mount. So the
defect is in the live render/input path the whole fixture suite never
exercises (mount -> ActivateTabs -> tab-click SwitchTo -> row draw /
button hit-test): the OP2-blast structural-false-negative class. Blocks
the OP3-OP6 gates; needs a dedicated debug slice + a gate-representative
test, not a guess.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-11 09:48:58 +02:00
parent 1e36d4a7a1
commit c3ed32fb5a
2 changed files with 143 additions and 0 deletions

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@ -24,6 +24,50 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## #372 — Options panel: Character/Chat/Config tabs render BLANK on screen and most Gameplay buttons do nothing (connected-gate failure)
**Status:** OPEN — filed 2026-08-11 at Campaign OP's first connected gate
(`ACDREAM_RETAIL_UI=1`, live ACE). The user found: opening the Options panel
(F11/toolbar) shows the Gameplay tab, but switching to Character/Chat/Config
shows a BLANK page, and of the seven Gameplay buttons only **Exit Game**
visibly did anything.
**NOT a missing-layout bug — the panel builds fully.** A live-DAT mount probe
(`tests/AcDream.App.Tests/UI/Layout/OptionsPanelLiveMountProbeTests.cs`,
`ACDREAM_PROBE_LIVE_MOUNT=1`) confirms against the real DATs that the
production mount (`ImportInfos(0x2100006E, 0x1000018D)`) resolves the root as
a `UiTabPanel` with a 4-entry tab table, all four page slots
(`0x10000212/11/1000050C/13`), all three page ListBoxes as `UiTemplateListBox`
with their row templates (Character 3, Chat 9, Config 8), and all seven
Gameplay buttons as `UiButton`. The three page controllers' `Bind()` also run
at mount (the live log's `ChatOptionsPageController … 'ID_ChatOption_TextFilter_*'
did not resolve` spam proves ChatOptionsPageController.Bind executed) — and
every one of those `Bind` paths is green in the fixture-driven conformance
suite.
**So the defect is in the LIVE render/input path the tests never exercise** —
the mounted → `ActivateTabs()` → tab-click → `SwitchTo` (page-slot
`Visible` flip) → row draw / button hit-test chain. Every campaign test
exercises `Bind()` in isolation and asserts widget structure; none drives a
real tab switch on a mounted panel and asserts the switched-in page's rows
actually draw, nor a real click reaching a Gameplay button's handler. This is
the exact structural-false-negative class the OP2 blast review named (green
tests over a live-only failure). Leading hypotheses to run down in the fix
(not yet root-caused): (a) page-slot `Visible` flips false→true AFTER the
ListBox/`UiScrollablePanel` computed its layout while hidden, so rows are
zero-height/culled until a relayout; (b) the switched-in page slot or the
Type-8 root's draw/hit-test doesn't cascade to descendants built post-mount;
(c) the "dead" Gameplay buttons (Exit-to-CharSel dialog, Use-Mouse-Turning
chat lines, UA/RA failure text) each have an invisible EFFECT rather than a
dead click — needs per-button confirmation. Configure Keyboard + In-Game
Help ARE correctly inert (OP8 pending).
**Blocks the OP3/OP4/OP5/OP6 connected gates** — they cannot pass until the
non-Gameplay tabs render and the Gameplay buttons act. Fix is a dedicated
debug slice (live render-path instrumentation, NOT a guess), then a
gate-representative test that mounts+activates+switches+asserts-drawn so this
can never regress green again.
## #371 — Options-panel row viewport culls whole rows instead of clipping; tall filter blocks can vanish entirely at some scroll offsets
**Status:** OPEN — filed 2026-08-11 at the OP5 review-fix round (S2).

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@ -0,0 +1,99 @@
using System.IO;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using DatReaderWriter;
using DatReaderWriter.Options;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// TEMPORARY gate-failure probe (Campaign OP connected gate, 2026-08-11):
/// the user's first connected gate found Character/Chat/Config tabs BLANK
/// and six of seven Gameplay buttons dead, while every fixture-driven
/// conformance test passes — the structural-false-negative class the OP2
/// blast review named. This probe runs the PRODUCTION mount path (live
/// DATs, the host-slot import the composition uses) and dumps what each
/// page controller actually resolves. Env-gated like the fixture
/// generator so CI/dat-less runs skip it.
/// </summary>
public sealed class OptionsPanelLiveMountProbeTests
{
[Fact]
public void ProbeLiveMountShapes()
{
if (Environment.GetEnvironmentVariable("ACDREAM_PROBE_LIVE_MOUNT") != "1")
return;
var datDir = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
"Documents",
"Asheron's Call");
using var dats = new DatCollection(datDir, DatAccessType.Read);
// The production mount: host 0x2100006E slot 0x1000018D (the shape
// OptionsPanelController documents; RetailUiRuntime.MountOptionsPanel
// resolves the SAME way — keep in sync with it).
ElementInfo root = LayoutImporter.ImportInfos(dats, 0x2100006Eu, 0x1000018Du);
ImportedLayout layout = LayoutImporter.Build(root, _ => (0u, 0, 0), null);
Console.WriteLine($"[probe] root id=0x{root.Id:X8} type={root.Type} children={root.Children.Count}");
DumpTree(root, 0, maxDepth: 3);
// What does the flat index hold for the load-bearing ids?
foreach (uint id in new[]
{
0x10000208u, // tab control
0x10000212u, 0x10000211u, 0x1000050Cu, 0x10000213u, // page slots
0x100001FAu, // Character ListBox
0x1000050Du, // Chat ListBox
0x10000200u, // Config ListBox
0x10000203u, 0x10000617u, 0x100005CCu, // gameplay buttons: exit-char-sel, exit game, mouse turning
0x10000206u, 0x10000207u, // UA / RA
})
{
UiElement? el = layout.FindElement(id);
Console.WriteLine($"[probe] flat 0x{id:X8} -> {(el is null ? "MISSING" : el.GetType().Name)}");
}
// The tab panel + its authored table, as production sees it.
if (layout.FindElement(0x10000208u) is UiTabPanel tabs)
{
Console.WriteLine($"[probe] tab table entries={tabs.Tabs.Count}");
foreach (UiTabTableEntry t in tabs.Tabs)
Console.WriteLine($"[probe] button=0x{t.ButtonElementId:X8} page=0x{t.PageElementId:X8} default={t.IsDefault}");
}
// Scoped lookups per page slot — what each page controller's Bind does.
foreach ((uint slot, uint listBox, string name) in new[]
{
(0x10000211u, 0x100001FAu, "Character"),
(0x1000050Cu, 0x1000050Du, "Chat"),
(0x10000213u, 0x10000200u, "Config"),
})
{
UiElement? slotEl = layout.FindElement(slot);
if (slotEl is null)
{
Console.WriteLine($"[probe] {name}: SLOT 0x{slot:X8} MISSING from flat index");
continue;
}
UiElement? scoped = UiElement.FindDescendant(slotEl, listBox);
Console.WriteLine(
$"[probe] {name}: slot=0x{slot:X8}({slotEl.GetType().Name}, children={slotEl.Children.Count}) "
+ $"scoped-listbox 0x{listBox:X8} -> {(scoped is null ? "MISSING" : scoped.GetType().Name)}");
if (scoped is UiTemplateListBox tlb)
Console.WriteLine($"[probe] templates={tlb.Templates.Count} scrollbarId=0x{tlb.ScrollbarElementId:X8}");
}
}
private static void DumpTree(ElementInfo node, int depth, int maxDepth)
{
if (depth > maxDepth) return;
Console.WriteLine(
$"[probe] {new string(' ', depth * 2)}0x{node.Id:X8} T={node.Type} "
+ $"kids={node.Children.Count} tabTable={node.TabTable.Count} tmpl={node.TemplateList.Count}");
foreach (ElementInfo child in node.Children)
DumpTree(child, depth + 1, maxDepth);
}
}