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4 commits

Author SHA1 Message Date
Erik
cc58289967 fix(chat): CH6c review fixes — opaque default, opacity-transition register clauses
BLOCKER: ChatSettings.DefaultOpacity shipped retail's base ChatInterface
value (0.5) as ONE shared global default applied to every
RetailWindowManager-registered window, not just the four floating chat
windows retail itself fades. That faded the whole out-of-box registered
UI (radar, vitals, toolbar, main chat, ...) to 50% opacity, including
several windows that can never take keyboard focus and so were stuck at
0.5 permanently. Fixed to gmMainChatUI's 1.0/1.0 override
(0x004CD0F0) instead — retail-identical opaque presentation for the 11
non-chat windows and the main chat window; only the four floating chat
windows now diverge from retail's 0.5-while-idle default, and the
Settings -> Chat transparency slider remains fully user-settable.

AP-190 reworded and gains two new decomp-verified clauses: (3) retail
eases opacity toward its target by 5% of the delta per tick
(ChatInterface::ListenToGlobalMessage @0x004F3840, armed from the focus
element-messages at @0x004F5275) where acdream snaps -- deferred, needs
a UI frame-tick hook the opacity controller doesn't have; (4) retail's
focus predicate is the chat ENTRY FIELD specifically
(ChatInterface::IsTextEntryFocused @0x004F30A0) where acdream uses
any-focusable-descendant. Both findings + the pre-existing UiMenu.cs
PushAlphaAbsolute(1f) popup bypass are folded into the window-shell
research doc's opacity section.

NITs: fixed the stale "text bypasses the alpha" comment in
UiElement.DrawSelfAndChildren (CH6c already routed DrawStringDat/
DrawString through the same ApplyAlpha chokepoint as sprites/rects);
added RetailWindowManager.WindowUnregistered + wired
RetailWindowOpacityController to detach and forget a window unregistered
while it held focus (previously only Dispose detached, leaking any
window unregistered mid-focus for the rest of the session); added
post-Dispose no-op guards to the three Set* opacity mutators; added a
DrawString (BitmapFont path) alpha regression test and a DrawStringDat
outline/background-pass alpha test (the existing tests only ever
exercised the foreground/fill pass).

Also fixes RuntimeSettingsControllerTests.SettingsViewModelSavePreserves
SectionAndTargetOrder's now-stale "target-chat-opacity:0.5:1" expectation
(caught by the full-suite run this fix requires) to match the new 1.0
default.

Campaign ledger CH6c row updated to APPROVE-WITH-FIXES.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:48:39 +02:00
Erik
a819687cf0 feat(chat): Campaign CH slice CH6c — window opacity + transparency setting
Retail's ChatInterface::SetOpacity (0x004F3120) fades the WHOLE composited
window surface with one alpha; UiRenderContext.ApplyAlpha already gated
DrawSprite/DrawRect/DrawFill (since 1da697ec, pre-CH6) but DrawStringDat and
DrawString still passed applyAlpha:false, so text stayed sharp over a
translucent window. Both now route through the same chokepoint.

RetailWindowOpacityController (new) subscribes to a new
RetailWindowManager.WindowRegistered event and drives every registered
window's live Opacity from keyboard-focus state, applied to EVERY window
(chat, floaties, vitals, toolbar, ...) rather than retail's ChatInterface-only
scope — register row AP-190, retiring the stale AP-40 "fixed 0.75, no focus
transition" row in the same commit.

Verified retail's shipped opacity defaults from the decomp (constructor
literals, no cdb needed): the base ChatInterface ctor sets
DefaultOpacity=0.5/ActiveOpacity=1.0, kept unmodified by the four floating
windows; gmMainChatUI's own ctor overrides the main window to 1.0/1.0
(always fully opaque). acdream ships one shared global default (0.5/1.0)
rather than replicating the per-class override — also AP-190. The linking
invariant (raising default above active drags active UP; lowering active
below default drags default DOWN — never a clamp) is ported verbatim as
ChatOpacityLink in AcDream.UI.Abstractions, shared by the live controller
and the new Settings -> Chat tab's two linked opacity sliders.

Persistence: ChatSettings.DefaultOpacity/ActiveOpacity round-trip through
SettingsStore; Save pushes both through IRuntimeSettingsTargets.SetChatOpacity
into the live controller, no restart required.

Rider (CH6a/b re-review): strengthened the grip-media regression guard past
a bare SpriteFile != 0 check — ChatLayoutConformanceTests now drives each
live grip through a real UiRenderContext/TextRenderer (backed by the
in-memory RecordingGpuDevice test double) and asserts the draw call chain
actually queued sprite geometry, via a new TextRenderer.DebugSpriteSegments
test-only accessor.

Full Release suite 12,459 passed / 4 skipped / 0 failed (baseline
12,420/4/0). No subagents, no client launches (session hard constraints);
pending the next connected user gate for visual confirmation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:00:55 +02:00
Erik
e07fba5731 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>
2026-08-09 20:24:29 +02:00
Erik
356b5f219e feat(ui): Chat tab — channel filters + display prefs + font slider
Phase L.0 (cont.) — fourth tab on the Settings shell. Mixes retail's
CharacterOptions2 chat-channel filter bits (Hear*Chat / TimeStamp /
FilterLanguage / AppearOffline) with a font-size slider that has no
retail bitfield equivalent.

ChatSettings record (9 fields):
 · 5 channel filters: HearGeneralChat, HearTradeChat, HearLFGChat,
   HearRoleplayChat, HearSocietyChat
 · 3 display flags: ShowTimestamps, FilterProfanity, AppearOffline
 · 1 visual: FontSize (10..20 pt)

Local-only this phase per the brainstorm — Hear*Chat flags affect
client-side display filtering only; the server still streams every
channel. Server-sync arrives later when the protocol round-trip is
in place.

SettingsStore grows LoadChat / SaveChat using the existing generic
SaveSection helper. All four non-keybind sections (display, audio,
gameplay, chat) now coexist non-destructively in settings.json.

SettingsVM grows the parallel chat state machine. HasUnsavedChanges,
Save, Cancel, ResetAllToDefaults all cover chat. Constructor signature
adds two more params; existing call sites updated.

SettingsPanel.RenderChatTab replaces the L.0-shell placeholder —
8 Checkbox calls grouped under "Channel filters" + "Display"
headers, plus a font-size SliderFloat. The "Coming soon" placeholder
test was retargeted from "Chat" to "Character" since Chat is no
longer a placeholder.

GameWindow wires SettingsStore.LoadChat / SaveChat + a TODO comment
for the future ChatPanel filter integration (read SettingsVM.ChatDraft
when filtering inbound chat lines).

13 new tests:
 · ChatSettings record (3) — defaults pinned, value equality, with-
   expressions
 · SettingsStore chat (3) — missing-file → defaults, round-trip, all
   four sections coexist
 · SettingsVM chat (5) — initial draft, SetChat marks dirty, Save
   invokes callback, Cancel reverts, ResetAllToDefaults covers
 · SettingsPanel chat tab (2) — checkboxes + slider render only when
   active

dotnet build green (0 warnings); dotnet test 1,289 / 1,289 green
(243 Core.Net + 373 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 18:21:14 +02:00