fix(client): restore retail interaction parity
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Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
This commit is contained in:
Erik 2026-08-26 20:45:11 +02:00
parent 0c699240e0
commit f6fe0f2a4f
151 changed files with 10162 additions and 1211 deletions

View file

@ -23,6 +23,9 @@ public sealed class GameplayInputCommandControllerTests
[InlineData(InputAction.ToggleFloatingChatWindow2, "chat-window-2")]
[InlineData(InputAction.ToggleFloatingChatWindow3, "chat-window-3")]
[InlineData(InputAction.ToggleFloatingChatWindow4, "chat-window-4")]
[InlineData(InputAction.ToggleChatEntry, "focus-chat")]
[InlineData(InputAction.EnterChatMode, "focus-chat")]
[InlineData(InputAction.LOGOUT, "logout")]
public void RecognizedCommand_RoutesToTypedOwner(
InputAction action,
string expected)
@ -35,21 +38,12 @@ public sealed class GameplayInputCommandControllerTests
Assert.Equal([expected], harness.Calls);
}
// OP9: AcdreamToggleDebugPanel/ToggleChatEntry retired the
// IDevToolsGameplayCommands seam they used to forward to — both
// targets (the ImGui-era DebugPanel/ChatPanel) were already gone
// (Campaign V slice V11), so the seam's own body was an unconditional
// no-op. The action is still consumed (handled == true, matching the
// prior no-op's contract) but claims no typed-owner call.
[Theory]
[InlineData(InputAction.AcdreamToggleDebugPanel)]
[InlineData(InputAction.ToggleChatEntry)]
public void RetiredDevToolsCommand_IsConsumedWithoutClaimingATypedOwner(
InputAction action)
[Fact]
public void RetiredDebugPanelCommand_IsConsumedWithoutClaimingATypedOwner()
{
var harness = new Harness();
bool handled = harness.Controller.Handle(action);
bool handled = harness.Controller.Handle(InputAction.AcdreamToggleDebugPanel);
Assert.True(handled);
Assert.Empty(harness.Calls);
@ -80,8 +74,9 @@ public sealed class GameplayInputCommandControllerTests
}
/// <summary>
/// Escape's priority chain: cancel a target mode, else leave player mode,
/// else close a window.
/// Escape's command-tier priority: cancel a target mode, otherwise toggle
/// retail's Gameplay Options page. It must never expose the developer/fly
/// camera or close the game window.
/// </summary>
/// <remarks>
/// The free-fly rung was REMOVED (2026-08-21, user direction: free-fly
@ -90,21 +85,15 @@ public sealed class GameplayInputCommandControllerTests
/// rather than silently exiting a camera the player has no way to enter.
/// </remarks>
[Theory]
[InlineData(true, true, true, "cancel-target")]
[InlineData(false, true, true, "exit-player")]
[InlineData(false, false, true, "exit-player")]
[InlineData(false, false, false, "close")]
public void Escape_PreservesTargetPlayerWindowPriority(
[InlineData(true, "cancel-target")]
[InlineData(false, "gameplay-options")]
public void Escape_PreservesRetailTargetThenGameplayOptionsPriority(
bool targetMode,
bool flyMode,
bool playerMode,
string expected)
{
var harness = new Harness
{
TargetMode = { IsActive = targetMode },
Camera = { IsFly = flyMode },
Player = { IsPlayer = playerMode },
};
bool handled = harness.Controller.Handle(InputAction.EscapeKey);
@ -121,19 +110,15 @@ public sealed class GameplayInputCommandControllerTests
Diagnostics = new FakeDiagnostics(Calls);
Player = new FakePlayerMode(Calls);
TargetMode = new FakeTargetMode(Calls);
Camera = new FakeCamera(Calls);
Combat = new FakeCombat(Calls);
Runtime = new FakeRuntimeView();
Window = new FakeWindow(Calls);
Controller = new GameplayInputCommandController(
Retained,
Diagnostics,
Player,
TargetMode,
Camera,
Runtime,
Combat,
Window);
Combat);
}
public List<string> Calls { get; } = [];
@ -141,10 +126,8 @@ public sealed class GameplayInputCommandControllerTests
public FakeDiagnostics Diagnostics { get; }
public FakePlayerMode Player { get; }
public FakeTargetMode TargetMode { get; }
public FakeCamera Camera { get; }
public FakeCombat Combat { get; }
public FakeRuntimeView Runtime { get; }
public FakeWindow Window { get; }
public GameplayInputCommandController Controller { get; }
}
@ -157,6 +140,12 @@ public sealed class GameplayInputCommandControllerTests
calls.Add($"chat-window-{windowId}");
public void ToggleOptionsPanel() => calls.Add("options");
public void ToggleGameplayOptionsPage() => calls.Add("gameplay-options");
public void FocusChatEntry() => calls.Add("focus-chat");
public void LogOutCharacter() => calls.Add("logout");
}
private sealed class FakeDiagnostics(List<string> calls)
@ -180,11 +169,8 @@ public sealed class GameplayInputCommandControllerTests
private sealed class FakePlayerMode(List<string> calls)
: IPlayerModeGameplayCommands
{
public bool IsPlayer { get; set; }
public bool IsPlayerMode => IsPlayer;
public void ToggleFlyOrChase() => calls.Add("fly-or-chase");
public void TogglePlayerMode() => calls.Add("player-mode");
public void ExitPlayerMode() => calls.Add("exit-player");
}
private sealed class FakeTargetMode(List<string> calls)
@ -195,14 +181,6 @@ public sealed class GameplayInputCommandControllerTests
public void CancelTargetMode() => calls.Add("cancel-target");
}
private sealed class FakeCamera(List<string> calls)
: IGameplayCameraModeCommands
{
public bool IsFly { get; set; }
public bool IsFlyMode => IsFly;
public void ExitFlyMode() => calls.Add("exit-fly");
}
private sealed class FakeCombat(List<string> calls) : IRuntimeCombatCommands
{
public RuntimeCommandResult Execute(
@ -248,8 +226,4 @@ public sealed class GameplayInputCommandControllerTests
throw new NotSupportedException();
}
private sealed class FakeWindow(List<string> calls) : IGameplayWindowCommands
{
public void Close() => calls.Add("close");
}
}