fix(chat): CH3 review fixes — phantom UN-9, allegiance-broadcast echo, /a legacy fallback

Applies the Opus review of Campaign CH slice CH3 (614a1e05):

- B1: UN-9 was a phantom divergence — ACE's CharacterOptions1.cs:47
  OR-sum is 0x50C4A54A (its own comment confirms 1355064650), identical
  to acdream's literal. The wrong 0x50C48D4A existed only in the research
  doc. Row deleted, register §5 reverted to 4 rows, research doc corrected
  with dated notes.
- S1/S4: AllegianceBroadcast (0x02000000) is a server-echoing channel —
  ACE's GameActionChatChannel handler includes the sender in its real-name
  Allegiance.Members broadcast (retail's DoAllegianceBroadcast has no
  AddTextToScroll), so the client must skip its local optimistic echo, not
  keep it. ChatChannelInfo.Legacy.IsSelfEchoChannel() now returns true for
  it; RouteLegacyChannel's comment corrected; Turbine.IsSelfEchoChannel()'s
  backwards comment rewritten truthfully.
- S3: retail's /a stays on the legacy AllegianceBroadcast bitflag until
  StartupTurbineChatSystem successfully starts Turbine chat — "never
  started" (TurbineChatState.Enabled == false) now falls back to legacy in
  both LiveSessionCommandRouter.RouteChat and
  DirectGameRuntimeCommandAdapter.TrySendChannel, while "enabled but no
  allegiance room" still correctly refuses locally.
- S5: added a LiveSessionEventRouter test proving the Options.Replace ->
  OnCharacterOptionsChanged seeding order, and RuntimeSettingsTargets /
  GameWindowLiveSessionOwnershipTests tests proving the concrete
  ICommandBus.Publish wiring and the single LiveSessionCommandSurface
  construction site.
- S6: AP-181 rewritten to name both of retail's omitted pre-send checks
  (IsMessageSafe silent-drop, then IsMessageSpam) and stop misattributing
  either to RouteLegacyChannel, which has no such gates.
- N1-N7: CharacterOptionId moved below SocialActions so its doc comment
  re-attaches; TurbineChatMembershipGate reuses TurbineChatDisplayNames
  instead of a duplicate table; the gate-to-refusal-text mapping is now
  shared via TurbineChatMembershipGate.ResolveRefusalText instead of
  duplicated in both hosts; ChatSettings.Default now matches ACE's real
  CharacterOptions2.Default (Roleplay/Society start off); a doc-comment
  clarifies only the five Hear toggles are server-backed; the register's
  §3 header recounted 129 -> 128.

Suite: 11,964 passed / 4 skipped / 0 failed (baseline 11,957/4/0 + 7 new
tests). Campaign ledger CH3 review column updated to APPROVE-WITH-FIXES.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-09 20:24:29 +02:00
parent d3f1c21835
commit e07fba5731
21 changed files with 582 additions and 153 deletions

View file

@ -1,4 +1,5 @@
using AcDream.App.Diagnostics;
using AcDream.App.Net;
using AcDream.App.Rendering;
using AcDream.App.Settings;
using AcDream.Core.Net.Messages;
@ -243,6 +244,33 @@ public sealed class RuntimeSettingsControllerTests
}
}
[Fact]
public void ConcreteRuntimeTargetPublishesSetSingleCharacterOptionOntoTheBus()
{
// CH3 review S5(b): SaveChatPublishesSetSingleCharacterOption... above
// only proves RuntimeSettingsController calls the IRuntimeSettingsTargets
// INTERFACE (via the FakeRuntimeTargets test double) — nothing exercised
// the CONCRETE RuntimeSettingsTargets.SetSingleCharacterOption, which is
// the code that actually reaches the wire via ICommandBus.Publish. A
// silent unwiring there (wrong record, wrong bus, dropped call) would
// pass every test that only goes through the fake.
var bus = new CaptureCommandBus();
var target = new RuntimeSettingsTargets(
new InspectingDisplayWindowTarget(static _ => { }),
new RecordingQualityApplicationTarget([]),
new RecordingUiLockTarget([]),
bus,
static _ => { });
target.SetSingleCharacterOption(
(uint)CharacterOptionId.ListenToRoleplayChat, value: false);
var cmd = Assert.IsType<SetSingleCharacterOptionRuntimeCmd>(
Assert.Single(bus.Published));
Assert.Equal((uint)CharacterOptionId.ListenToRoleplayChat, cmd.OptionId);
Assert.False(cmd.Value);
}
[Fact]
public void SettingsViewModelSavePreservesSectionAndTargetOrder()
{
@ -314,28 +342,30 @@ public sealed class RuntimeSettingsControllerTests
dispatcher,
static _ => { });
// ChatSettings.Default starts every Hear*Chat bit true — flip one
// off first so the second edit below can flip it back on.
Assert.True(viewModel.ChatDraft.HearRoleplayChat);
viewModel.SetChat(viewModel.ChatDraft with { HearRoleplayChat = false });
// N4 (CH3 Opus review): ChatSettings.Default now matches ACE's real
// CharacterOptions2.Default — Roleplay/Society start FALSE (only
// General/Trade/LFG start true). Flip Roleplay ON first so the
// second edit below can flip it back off.
Assert.False(viewModel.ChatDraft.HearRoleplayChat);
viewModel.SetChat(viewModel.ChatDraft with { HearRoleplayChat = true });
viewModel.Save();
Assert.Equal(
[((uint)CharacterOptionId.ListenToRoleplayChat, false)],
[((uint)CharacterOptionId.ListenToRoleplayChat, true)],
targets.SingleOptionCalls);
targets.SingleOptionCalls.Clear();
viewModel.SetChat(viewModel.ChatDraft with
{
HearRoleplayChat = true,
HearSocietyChat = false,
HearRoleplayChat = false,
HearSocietyChat = true,
});
viewModel.Save();
Assert.Equal(
[
((uint)CharacterOptionId.ListenToRoleplayChat, true),
((uint)CharacterOptionId.ListenToSocietyChat, false),
((uint)CharacterOptionId.ListenToRoleplayChat, false),
((uint)CharacterOptionId.ListenToSocietyChat, true),
],
targets.SingleOptionCalls);
}
@ -363,9 +393,20 @@ public sealed class RuntimeSettingsControllerTests
public void SyncChatFromServerOptionsReseedsPersistedAndDraft()
{
// Research doc §5.2: ACE's CharacterOptions2.Default omits
// HearRoleplayChat/HearSocietyChat even though acdream's local
// ChatSettings.Default claims both are on.
var storage = new FakeStorage();
// HearRoleplayChat/HearSocietyChat. N4 (CH3 Opus review) aligned
// ChatSettings.Default to that same stance, so this test now seeds
// storage with an explicitly stale PERSISTED value (both on — e.g.
// a save from before N4, or a user who had enabled them) to prove
// the server sync corrects local state to the server's truth,
// rather than merely observing the two already agree.
var storage = new FakeStorage
{
ChatValue = ChatSettings.Default with
{
HearRoleplayChat = true,
HearSocietyChat = true,
},
};
var controller = new RuntimeSettingsController(
storage,
static preset => QualitySettings.From(preset),
@ -417,17 +458,16 @@ public sealed class RuntimeSettingsControllerTests
static _ => { });
storage.ClearEvents();
// ChatSettings.Default already has all five Hear*Chat bits on —
// options2 with only those five bits set (any other bits are
// irrelevant, the sync only masks these) reproduces exactly that,
// so the sync must be a true no-op.
const uint allFiveHearBitsOn =
// N4 (CH3 Opus review): ChatSettings.Default now matches ACE's real
// CharacterOptions2.Default exactly — General/Trade/LFG on,
// Roleplay/Society off. Syncing with that SAME bit pattern (any
// other bits are irrelevant, the sync only masks these five) must
// be a true no-op.
const uint aceDefaultHearBits =
(uint)PlayerDescriptionParser.CharacterOptions2.HearGeneralChat
| (uint)PlayerDescriptionParser.CharacterOptions2.HearTradeChat
| (uint)PlayerDescriptionParser.CharacterOptions2.HearLFGChat
| (uint)PlayerDescriptionParser.CharacterOptions2.HearRoleplayChat
| (uint)PlayerDescriptionParser.CharacterOptions2.HearSocietyChat;
controller.SyncChatFromServerOptions(allFiveHearBitsOn);
| (uint)PlayerDescriptionParser.CharacterOptions2.HearLFGChat;
controller.SyncChatFromServerOptions(aceDefaultHearBits);
Assert.Equal(0, storage.ChatSaves);
}
@ -1061,6 +1101,17 @@ public sealed class RuntimeSettingsControllerTests
}
}
// CH3 review S5(b): records every ICommandBus.Publish call so a test can
// assert what the CONCRETE RuntimeSettingsTargets actually put on the
// bus, rather than only what the IRuntimeSettingsTargets fake recorded.
private sealed class CaptureCommandBus : ICommandBus
{
public readonly List<object> Published = new();
public void Publish<T>(T command) where T : notnull =>
Published.Add(command!);
}
private sealed class InspectingDisplayWindowTarget(
Action<DisplaySettings> apply)
: IRuntimeDisplayWindowTarget