refactor(settings): own two-phase runtime settings

Move pre-window loading, startup application, live settings mutation, toon context, quality reapply, and SettingsVM loans behind one RuntimeSettingsController. Preserve retail command behavior, ordered target publication, draft semantics, and retryable failure convergence while removing duplicate GameWindow state and feature bodies.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 13:30:22 +02:00
parent 4eae9b4f5a
commit fec0d94148
24 changed files with 2379 additions and 599 deletions

View file

@ -25,7 +25,7 @@ audit.
resize behind symmetric named subscriptions.
- [x] F — extract the sole gameplay input-action router plus focused combat and
diagnostic command owners.
- [ ] G — extract two-phase persisted settings/display/quality ownership.
- [x] G — extract two-phase persisted settings/display/quality ownership.
- [ ] H — give terrain atlas, sky shader, retained `UiHost`, and both frame roots
explicit single ownership and transfer seams.
- [ ] I — group `OnLoad` into small ordered, fakeable composition phases with
@ -557,6 +557,29 @@ fields / 54 methods.
- Preserve restart-required quality behavior and test transitions/previews
without requiring GL.
**Implementation result:** one pre-window `RuntimeSettingsController` now owns
the concrete settings store, the immutable startup snapshot, current Display /
Audio / Gameplay / Chat / Character values, the active toon, resolved quality,
and the optional Settings draft. Startup applies pacing, window state, saved
FOV, and audio in order exactly once; a failed later substep retries without
replaying a successful earlier substep. Complete runtime targets bind only
after their borrowers exist and binding performs no replay. Display saves keep
the persistence → live window → snapshot → quality order; quality applies
alpha-to-coverage → anisotropy → render range → streaming → completion budget.
Combat preference changes merge only their three fields into a live draft, so
unrelated unsaved Gameplay edits survive. Saved FOV now applies without
devtools, correcting the old accidental SettingsVM gate. `/framerate` retains
the named-retail live toggle/notice and keeps acdream's shipped cross-launch
persistence as documented AP-121. UI-lock convergence requires target,
persistence, and Settings baseline publication; a failed substep keeps the
same-value command retryable. `GameWindow` is 3,663 raw lines / 162 fields / 37
methods. Thirty-five focused App settings/boundary tests, all 43
`SettingsVMTests`, the UI Abstractions Release suite (534 pass), and the App
Release suite (3,183 pass / 3 intentional skips) pass. All three independent
corrected-diff reviews are clean; the production App Release build has zero
warnings/errors, and the complete Release suite passes 7,553 tests / 5
intentional skips (17 existing test-project warnings remain tracked by #228).
### H — explicit single resource ownership and frame slots
- Publish TerrainAtlas and the dedicated sky Shader as separate lifetime roots;