MountPlugins registered every plugin window with authoredGeometryRevision
hard-coded to 0 (RetailUiRuntime.cs), so RetailWindowLayoutPersistence's
MigrateAuthoredGeometry -- gated on "saved revision >= authored revision"
-- never migrated a plugin window's saved size: 0 >= 0 forever. MossTank's
panel went 856x236 -> 984x271 and every user with a stored layout stayed
stuck at 856x236 with no way to see the new default.
Two changes:
1. MountPlugins now passes RetailWindowManager.ComputeAuthoredGeometryRevision
(added previous commit) as the plugin window's authoredGeometryRevision,
derived from the panel's own authored width/height/minw/minh/resizable.
2. MigrateAuthoredGeometry now compares revisions for INEQUALITY
(saved.Revision == authored.Revision) instead of ordering
(saved.Revision >= authored.Revision). A hash is not an incrementing
counter -- two different authored sizes can hash in either order -- so
"the authored size changed" has to mean "the value differs", not "the
value went up". Built-in windows' hand-picked incrementing literals
(chat: authoredGeometryRevision = 1) are unaffected: no existing saved
revision is ever equal to a later, different literal either way.
Mutation shown to fail first: the two new PluginMarkupPanel_AuthoredSizeChanged_*
tests in RetailWindowLayoutPersistenceTests.cs reproduce the exact bug with
concrete literals (856x236/400/150/true -> 984x271/... and
200x100/100/80/true -> 220x110/...) chosen so ComputeAuthoredGeometryRevision's
OLD hash is >= the NEW hash for each pair -- confirmed via a throwaway probe
before writing the assertions, so the pre-fix run fails deterministically
rather than by chance of hash ordering. Both failed before this commit
(size stayed at the old authored extent) and pass after
(PluginMarkupPanel_AuthoredSizeUnchanged_KeepsUserResizedSize, unaffected
either way, is a regression-safety companion). Full RetailWindow/Markup/
PluginSidePanel filter: 249 passed (was 246), 0 failed, 0 skipped.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Extends the resizable="true"/minw/minh markup grammar's coverage past
MarkupDocument's own parse tests to the two host seams a resizable
plugin panel actually flows through, proving no host-side wiring beyond
what MarkupDocument.Build already sets on the panel was needed:
- RetailWindowManagerTests: a resizable="true" markup panel accepts
RetailWindowManager.ResizeTo within its minw/minh floor (and clamps
to it below the floor); a plain (non-resizable) markup panel refuses
— Width/Height unchanged and no Resized event, exactly today's
fixed-size behavior.
- RetailWindowLayoutPersistenceTests: a resizable panel's dragged size
round-trips through save/restore into a fresh session, and a saved
size below the panel's CURRENT minw/minh floor (a legacy save, or a
plugin update that raised its floor) clamps UP to the floor on
restore rather than restoring the too-small legacy value.
Mutation proof: reverted MarkupDocument.cs to its pre-feature state and
reran the new tests — the two RetailWindowManagerTests cases failed
(the old UiNineSlicePanel ctor default of Resizable=true/MinWidth=40
let the "fixed" window resize and let the "resizable" window shrink
below the new floor), and the persistence floor-clamp case failed
(80x60 came back instead of clamping to 200x150). The plain
save/restore round-trip case passed either way — the old ctor default
was already resizable, so it exercises a real but coincidentally
already-covered path; kept for its own documentation value. Restoring
the implementation returns 256/257 (1 pre-existing unrelated skip) on
the full Markup/PluginSidePanel/RetailWindow/Anchor-filtered App suite
and 9/9 on the MossTank markup-filtered suite, both green.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Two independent Opus reviews of 01b98ca30 (Slice A - movable, collapsible
plugin shelf) found blocking design and behavior issues plus several
should-fix gaps. All addressed in this commit:
1. Grip/toggle are now REAL children instead of a drawn band + a
cursor-position-dependent HandlesClick override + an OnEvent toggle
hack: ShelfGripPanel (WindowMoveHandle=true) spans the top band minus
the toggle width; a UiSimpleButton toggle sits beside it (HandlesClick
already wins at UiRoot.OnMouseDown before the Draggable-window
fallback). The shelf's own Draggable is now FALSE - verified against
UiRoot.FindDragHandleWindow, which never reads a window's own
Draggable flag at all (it walks for a WindowMoveHandle ancestor-or-self
then climbs to the nearest child of UiRoot), so Draggable=true was
never required for the grip to work and only armed the whole-window-
drag fallback for clicks on the shelf's own padding - exactly the
behavior the review asked NOT to have. The two Assert.Single(shelf.
Children) test sites now filter by the (now internal) PluginShelfButton
type instead of asserting child count.
2. Deleted the per-tick "always highest ZOrder" raise in OnTick. It fought
RetailDialogFactory.Tick's own per-frame dialog re-raise, so a dialog
opened while the shelf was visible could never end up on top of it.
Registration's ordinary press-to-raise (a grip press calls
BringToFront before the drag starts) remains.
3. Collapse and hide/show intent are now persisted through their own
channel. RetainedWindowState gained a nullable RequestedVisible;
RetailWindowHandle gained an internal StateChanged event that
RetailWindowLayoutPersistence subscribes to (alongside Moved/Resized/
Shown/Hidden) and that the shelf raises after a collapse toggle or
Show/Hide. Capture() now persists state.RequestedVisible (the panel's
own intent) instead of the derived IsVisible, so an availability hide
(last plugin window unregistered) is never mistaken for a user hide.
WindowNames.PluginShelf is now one of RetailUiRuntime's state-managed
visibility windows, so Apply() restores the intent through
RestoreWindowState directly rather than via Show()/Hide().
4. RetailWindowLayoutPersistence now subscribes to
RetailWindowManager.WindowRegistered/WindowUnregistered so a window
(a plugin window loaded after startup, or the shelf on any path that
constructs persistence first) attaches even when it registers after
persistence already exists.
5. Reflow()'s default height argument is now nullable and falls back to
the last height OnTick actually measured (or unbounded if none yet),
instead of always forcing a single-column layout - every call site
OTHER than OnTick's own row-wrap (Add, unregister, Show/Hide, the
collapse toggle, RestoreWindowState) used to collapse a wrapped
multi-column layout to one column for a frame.
6. _userPositioned is now flipped only when the handle's position differs
from the recorded dock placement, not on every RetailWindowHandle.
Moved (which fires unconditionally on any completed window-drag
release, including a zero-movement grip click, and on any
ClampAllToScreen reachable-clamp).
7. New tests cover: a press+drag starting on an entry button does not
move the shelf; the removed per-tick raise (a sibling with higher
ZOrder keeps it after a tick); TogglePluginManager's hidden-and-
collapsed -> shown-and-expanded / visible -> hidden transitions at the
shelf API (no RetailUiRuntime construction harness exists in this test
suite to exercise the action-routing switch itself - the "no plugin
windows registered" message branch is therefore not covered here).
8. The hide branch of TogglePluginManager now displays "Plugin shelf
hidden. Press Shift+Ctrl+F1 to show it again."; the show branch stays
silent.
9. The collapse toggle now draws ASCII '<'/'>' instead of the DAT-font-
dependent '«'/'»' glyphs (the only use of those code points in the App
UI, silently dropped by UiDatFont when absent), and gets the same
DatFont + bitmap fallback the shelf's entry buttons already have
through UiSimpleButton. A new installed-DAT test pins that the default
font actually carries both ASCII glyphs.
10. ResizeX/ResizeY are false on the shelf so a restored layout's saved
dimensions can never stomp the derived Width/Height via ResizeTo.
11. WindowNames.PluginShelf replaces the "plugin-shelf" literal at every
site (RetailUiRuntime, docs comments, tests).
12. The grip dims to half opacity while RetailWindowManager.IsLocked, the
same visual cue every other retail window gets (the shelf's grip has
no DatElementId, so RetailWindowLockPresentationController's authored-
chrome dimming does not reach it on its own).
Every new test was verified to fail against the pre-fix source: reverting
src/AcDream.App/UI/PluginSidePanel.cs, IRetainedWindowStateController.cs,
RetailWindowHandle.cs, WindowNames.cs, and RetailUiRuntime.cs to their
01b98ca30 state makes the whole PluginSidePanelTests.cs file fail to even
compile (missing WindowNames.PluginShelf, the now-internal
PluginShelfButton type, and RetainedWindowState.RequestedVisible);
reverting RetailWindowLayoutPersistence.cs alone (fixed source elsewhere)
makes WindowRegisteredAfterConstruction_StillRoundTrips fail at runtime
with a null saved layout, confirming finding 4 in isolation.
Verified: dotnet build src/AcDream.App (Release) green; dotnet test
tests/AcDream.App.Tests (Release) targeted filter
(PluginSidePanel|RetailWindowLayout|Markup|UiRootInput) 105/105 green;
full suite 7303 passed / 97 skipped / 36 failed (identical failure set to
the pre-fix-round baseline - installed-DAT live-mount probes, Linux-only
pacing/credential tests, and alpha-flush COUNT-only conformance
divergences, none touching plugin UI; +9 tests, all passing, over the
prior 7294/97/36 baseline).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Decomp-first per the block's rule: the research doc
(docs/research/2026-08-13-retail-ui-display-change.md, committed here)
pulled retail's actual mechanism before any code. A display change runs
UIElementManager::RefreshEvent @0x0045C530 ->
UIElement::UpdateForParentSizeChange @0x00462640, which unconditionally
re-applies every floating window's own clamping MoveTo override
(x = max(0, min(x, parentW - selfW)) - top-left priority, oversized
windows pin to 0), then broadcasts global message 0xE whose sole
listener reloads the per-resolution auto layout. No proportional moves,
no resets; retail saves layouts only via @saveui.
Port: RetailWindowLayoutPersistence.ClampAllToScreen() is the cascade
clamp (no store I/O; _restoring suppresses the per-move save so a live
drag-resize cannot write settings.json per frame), and
RetailUiRuntime.Draw carries a two-step screen-size edge detector:
change frame -> clamp; first stable frame -> one
RestoreAll(saveBack:false) per-resolution reload (the 0xE analog; no
lazy save-back, matching retail's save-only-on-command). The login
restore path already used retail's exact clamp math (Apply) - the live
trigger was the missing half, which is precisely the stranding the user
reported.
Deliberate deviation, register AD-91: retail's gmFloatyChatUI windows
have NO clamp and can strand; the block's requirement ("UI windows must
stay reachable") clamps every registered window uniformly.
Tests: 5 new persistence facts (clamp/top-left-pin/no-move/no-save-on-
clamp/no-save-on-live-reload). App suite 4,967/3 skips. Gate script
section D3 filled in.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Resolve spell-examination component cells through their DAT icon DIDs, project scarab and prismatic-taper formulas when ACE disables component enforcement, and version authored window geometry so stale examination sizes reset once without losing user layout behavior.
Co-authored-by: Codex <codex@openai.com>
Port gmPanelUI's persistent parent placement semantics across Inventory, Character, and Magic while preserving each imported child's content and resize policy. Synchronize typed retained-window handles so drag, switching, close/reopen, and layout persistence all observe one canonical location; keep effect panels independent.
User-verified in normal Release. Release build and all 5,770 tests passed with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.
Co-Authored-By: Codex <codex@openai.com>
Treat combat-window visibility as gameplay-state owned so character layout restoration cannot replay a stale visible bit. Reset combat state to NonCombat at character-session entry, matching retail ClientCombatSystem::Begin.
Co-Authored-By: Codex <codex@openai.com>