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>
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Erik 2026-08-11 09:48:58 +02:00
parent 1e36d4a7a1
commit c3ed32fb5a
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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).