Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:
MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
switch in, initial activation — instead of trusting the pre-login
constructor word it was built with. Reset/tab-switch can now only
restore values that were actually live at the last show. LockUI's
host.Root.UiLocked one-shot mount seed now also converges on every
PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
(Ghosted when nothing changed, Normal when dirty, run once at bind so
both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
now read/write the same RuntimeCharacterOptionsState seam the Character
tab uses instead of a disconnected client-local GameplaySettings copy —
closes the "two writable copies" divergence. The three now-orphaned
GameplaySettings fields and RuntimeSettingsController's mirror
properties/SetCombatGameplay are deleted outright; the headless host's
hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
against the last value actually applied to the runtime target instead
of the persisted GameplaySettings.LockUI snapshot, which could already
match a server-derived request without ever having been pushed.
SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
the one seam all of them funnel through), not just AddText's own
callers — heard speech, emotes, Turbine channels, and combat text were
previously missed. The prefix format escapes its colons and forces
InvariantCulture instead of the culture-dependent TimeSeparator
placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
shaders, so Disable Distance Fog stops the sky dome's horizon band from
blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
class-name typo; the RunAsDefaultMovement doc comments now cite retail's
actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
(incl. || AutoRunActive with the option off), the per-page Apply/Reset
enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
(closing the panel before relogging is load-bearing); a new step
documents the enable-gate sequence and the Combat-panel/Character-tab
cross-check.
Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.
Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mounts retail's Options panel (LayoutDesc 0x2100002B resolved through host
0x2100006E slot 0x1000018D, gmPanelUI key 10) via the same catalog-import
pattern CharacterController already validates, registered through
RetailPanelUiController so it shares retail's "one active gmPanelUI child"
mutual exclusion with every other sibling panel for free. F11 and the
toolbar's options button (0x1000019B, already authoring panel id 10) both
now open it; the close button fires the same ToggleOptionsPanel action.
OptionPageModel (OptionPage/BoolOptionRow) ports retail's exact
Apply/Reset/Defaults/visibility semantics from
UIOption_Checkbox/PlayerOptionPage — LED clicks apply live immediately,
Apply commits every row unconditionally + flushes the batched blob, Reset
reverts only Changed rows, Defaults restores without committing, and
tab-switch/window-hide revert uncommitted edits. Wired for all four tabs;
this slice registers real rows on none of them (Gameplay authentically has
none — a pure button list). UiTabPanel gains an ActivePageChanged event so
the page model can hook every tab transition, including the initial
default-tab activation.
The seven Gameplay-tab buttons: Exit Game reuses the existing graceful
window-close path; Exit to Character Selection gets retail's confirmation
dialog and byte-verified mid-air refusal but still behaves as Exit Game
(AD-74 — no pre-world character-select flow exists); Configure Keyboard
and In-Game Help Files are inert this slice (AD-76 for Help — the
plugin retail depends on doesn't exist); Urgent Assistance/Report Abuse
short-circuit to their own byte-verified failure text through the
interface-text seam instead of ShellExecute against a dead URL (AD-75);
Use Mouse Turning Settings runs the pure MouseTurningSettingsMacro port,
persisting five new CameraTurningSettings preferences and sending
PlayerOption.UseMouseTurning — TS-74 records that acdream has no
persistent mouse-turning camera mode for the bit to drive yet.
Full Release suite: 12,918 passed / 4 skipped / 0 failed (baseline
12,871/4/0 — only new tests added).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Mounts retail's four floating chat windows as always-resident, born-hidden
children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc
0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New
FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own
widget tree — built fresh per instance from one shared imported ElementInfo
— reusing ChatWindowController's word-wrap + retail color-carry algorithm via
the extracted ChatTranscriptRenderer instead of duplicating it. A floaty
window has no talk-focus menu (research doc §2.2), so its entry field always
sends on Say; the mismatch against retail's possible shared-channel behavior
is UNVERIFIED and filed as #369/AP-188.
Runtime owns the per-window filter/open state: ChatWindowState (new,
AcDream.Core.Chat) seeds retail's exact PostInit defaults per window
(window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00
Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4
0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full
ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from
ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on
RuntimeCommunicationState.ChatWindows so every host borrows the same
instance. The main window's filter (0xFBFFFFFF, "no user filter") never
actually gates anything because its own explicit-address branch already
covers every broadcast line — that's why UpdateFromPlayerModule early-returns
for window 0 in retail, ported here by construction rather than a special
case.
Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their
KeyBindings.RetailDefaults() chords already existed since Phase K.1c
(unwired until now). The MetaKeys table confirms retail's default is Alt+1
through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same
file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through
GameplayInputCommandController -> RetainedGameplayWindowCommands ->
RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow,
whose visibility-change event is the single chokepoint that syncs
ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button
regardless of what changed a window's visibility (keybind, close button, or
a restored layout).
A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 —
the only function in the whole binary that branches on a click message —
settles what the research doc had left as a hedge: it handles exactly
0x1000046f (max/min) and the talk-focus menu's selection message, with NO
case for 0x10000522-0x10000525. The four indicator buttons are PURE
one-directional mirrors in retail; clicking them does nothing.
ChatWindowController.SetIndicatorOpen ports this with no OnClick at all.
Corrected research doc §1.4 accordingly.
Persistence is local-only (register row AP-187; the retail 0x1000008C
GameplayOptions wire remains deferred to CH6f): window geometry and
open/visible state ride the existing generic RetailWindowLayoutPersistence
path for free once each window registers under its own WindowNames entry;
the four filter masks get a dedicated ChatSettings round-trip
(ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit
constants) loaded at mount and saved alongside SaveLayout().
Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule
matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests
(bind smoke tests against a synthetic 0x2100005B tree, per-window filter
routing, filter-change cache invalidation, fixed-Say submit), new
ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state,
cross-window isolation, range validation), GameplayInputCommandController
routing for the four toggle actions, and a SettingsStore filter round-trip.
Full Release suite: 12,392 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail EoR has no music system: the linked winmm MIDI player has zero
callers, 'music' appears zero times in the 65 MB decomp, SoundType has no
music member, InitPrefs registers no music key, and the install ships no
music files. So PlayMusic/StopMusic/MusicVolume and the AudioSettings
Music knob are deleted rather than left as an API modelling dead code —
the string-keyed signature was the tell, since every other entry point is
DID-keyed. Old settings.json files carrying a 'music' key still load; the
reader ignores unknown keys and the next save drops it.
The Ambient slider is now surfaced, because slice A5 gave it something to
drive, and its default returns to retail's 1.0 from an invented 0.8 —
InitPrefs defaults every sound preference to unity. The panel rule is
unchanged: no slider that does nothing.
r05-audio-sound.md gets a SUPERSEDED banner naming its five wrong
sections (falloff, pan, voice pool, selection, music, ambient) so a
future reader reaches the lane notes instead of the Ghidra-era reads that
this campaign spent its first two slices undoing.
TS-9 re-scoped from 'any MP3 cue' to the measured blast radius: exactly 1
MP3 among 786 shipped waves, a ~2 s mono clip. Its original framing
assumed a music system that does not exist. The ADPCM count remains
unmeasured and is named as the open question.
Deferred deliberately: #321's sound-cache decode-dedup race. It is a
pre-existing concurrency flake rather than audio-parity behaviour, and
shipping a speculative fix to a race I have not reproduced is exactly the
shortcut this project's no-workarounds rule exists to prevent.
Campaign A is code-complete; the plan carries the closeout.
Co-Authored-By: Claude Opus 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>
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance.
Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range.
Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending.
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>
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.
Co-Authored-By: Codex <codex@openai.com>
Add QualityPreset enum + QualitySettings readonly record struct with
From(preset) table and WithEnvOverrides() env-var override layer.
Four presets (Low/Medium/High/Ultra) drive NearRadius, FarRadius,
MsaaSamples, AnisotropicLevel, AlphaToCoverage, MaxCompletionsPerFrame.
Env vars (ACDREAM_NEAR_RADIUS, ACDREAM_FAR_RADIUS, ACDREAM_MSAA_SAMPLES,
ACDREAM_ANISOTROPIC, ACDREAM_A2C, ACDREAM_MAX_COMPLETIONS_PER_FRAME)
override individual preset fields for dev spot-testing.
DisplaySettings gains a Quality: QualityPreset field (default High);
SettingsStore persists/loads it under display."quality" as an enum
name string with Enum.TryParse fallback. 12 new QualityPresetTests
cover the preset table (radii, msaa, aniso, a2c, completions) and all
six env-var override paths. 415 UI.Abstractions tests passing.
Wiring into GameWindow / WbDrawDispatcher / TerrainAtlas follows in
commit 2 of this task.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (final) — last tab on the Settings shell. Per-toon
preferences keyed by toon name in settings.json under
character[<toonName>]. With this commit the L.0 build order
finishes and every approved tab is implemented.
CharacterSettings record (4 fields):
· DefaultChatChannel (string — Local / Allegiance / Fellowship / etc)
· AutoAttack (bool — continue swinging until target dies)
· ConfirmSalvage (bool — prompt before salvaging valuable items)
· ShowPickupMessages (bool — pickup lines in chat)
AvailableChannels static list exposes the 7 retail-routing targets
for the dropdown.
SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey)
using JsonNode/JsonObject for the nested-toon write — the existing
SaveSection raw-text-preservation pattern handles top-level keys
but doesn't fit the nested per-toon mutation. The character map
preserves every other toon's settings on save, and other top-level
sections (display / audio / gameplay / chat) are preserved too.
SettingsVM grows the parallel character state machine. The host
owns the toonKey (currently hard-coded to "default" in GameWindow
because we don't have a current-character source plumbed yet) —
the VM just edits whatever bag the host loaded.
SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder
— a Combo for default chat channel + 3 Checkboxes for
AutoAttack / ConfirmSalvage / ShowPickupMessages. The
RenderPlaceholder helper is now removed (no callers); the old
"Placeholder_tabs_render_coming_soon_text_when_active" test is
replaced by an "all six tabs are implemented" guard test that
fails if any future commit adds a placeholder back.
GameWindow loads/saves character settings under toonKey "default"
with a TODO comment to swap in the real toon name once
CharacterList plumbing exposes a currentCharacter source.
18 new tests:
· CharacterSettings record (4) — defaults pinned, AvailableChannels
list shape, value equality, with-expressions
· SettingsStore character (6) — missing-file / toon-not-in-file →
defaults, round-trip, multi-toon preservation, preserves other
top-level sections, all five sections coexist
· SettingsVM character (5) — initial draft, SetCharacter marks
dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults
covers
· SettingsPanel character tab (3 net, after removing the
placeholder test) — combo+checkboxes render only when active,
channel combo uses AvailableChannels, all six tabs are now
non-placeholder
Phase L.0 final tally:
· 5 commits on feature/settings-retail (shell + 5 tabs)
· 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character
· 5 settings sections in settings.json (display/audio/gameplay/chat/character),
coexisting non-destructively + a sixth file (keybinds.json) on the side.
dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green
(243 Core.Net + 391 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Phase L.0 (cont.) — third tab on the Settings shell, in the Easy-wins
build order. Subset of retail's CharacterOption + CharacterOptions2
bitfield flags ported as bools (see acclient.h:3404+ enum). Local-
only this phase per the brainstorm — server sync deferred to a
later phase that will marshal the draft into the retail
CharacterOption packet.
GameplaySettings record exposes 14 named flags grouped by usage:
· Combat: AutoTarget, AutoRepeatAttack, ToggleRun, AdvancedCombatUI,
VividTargetingIndicator
· Display: ShowTooltips, SideBySideVitals, CoordinatesOnRadar,
SpellDuration, ShowHelm, ShowCloak
· Interface: AllowGive, LockUI, UseMouseTurning
Retail names + bit values are documented in field-level comments so
the future server-sync phase has a 1:1 mapping. Defaults are
typical-user starting points (NOT bit-exact to retail's
0x50C4A54A / 0x948700 masks); class-level remarks call out that
defaults will be re-anchored to retail values once the wire-format
is the load-bearing source.
SettingsStore grows LoadGameplay / SaveGameplay using the existing
SaveSection generic helper (added in the audio commit). All three
non-keybind sections (display, audio, gameplay) now coexist in
settings.json with non-destructive cross-section saves — verified
by a new "all three sections coexist" round-trip test.
SettingsVM grows the parallel gameplay state machine
(gameplayPersisted / gameplayDraft / SetGameplay / onSaveGameplay).
HasUnsavedChanges, Save, Cancel, ResetAllToDefaults all cover
gameplay too. Constructor signature adds two more params; existing
call sites (App startup + tests) updated.
SettingsPanel.RenderGameplayTab replaces the L.0-shell placeholder —
14 Checkbox calls grouped under three Text+Separator headers, plus
a footer note explaining the local-only-this-phase scope. The
"Coming soon" placeholder test was retargeted from "Gameplay" to
"Chat" since Gameplay is no longer a placeholder.
GameWindow construction site loads gameplay on startup + writes via
the SettingsStore on Save. Server-sync packet wiring is left as a
TODO comment in the onSaveGameplay callback (next phase, after the
protocol round-trip is in place).
14 new tests:
· GameplaySettings record (3) — defaults pinned, value equality,
with-expressions
· SettingsStore gameplay (4) — missing-file → defaults, round-trip,
partial-file fallback, all-three-sections coexist
· SettingsVM gameplay (5) — initial draft, SetGameplay marks dirty,
Save invokes callback, Cancel reverts, ResetAllToDefaults covers
· SettingsPanel gameplay tab (2) — 8 spot-checked Checkboxes render
only when active
dotnet build green (0 warnings); dotnet test 1,276 / 1,276 green
(243 Core.Net + 360 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — second tab on the Settings shell, in the Easy-wins
build order. Audio is the live-preview poster child: dragging a slider
is audible immediately, Save persists, Cancel reverts and the engine
catches up on the next frame.
AudioSettings record: Master / Music / Sfx / Ambient (all 0..1 floats).
Defaults match the OpenAlAudioEngine constructor values exactly so a
user who never opens the tab gets identical behaviour to the
pre-Phase-L env-var-only world (Master=1.0, Music=0.7, Sfx=1.0,
Ambient=0.8).
SettingsStore grows LoadAudio / SaveAudio + a generic SaveSection
helper that consolidates the unknown-top-level-key preservation logic.
Display and Audio sections coexist in settings.json:
{ "version": 1, "display": { ... }, "audio": { ... } }
Saving one section preserves the other on disk; a future Gameplay /
Chat / Character section drops in the same way without touching
existing data.
SettingsVM gains a parallel audio state machine (audioPersisted /
audioDraft / SetAudio / onSaveAudio callback). HasUnsavedChanges
covers all three buckets now (keybinds + display + audio); Save /
Cancel / ResetAll are atomic across all of them.
GameWindow wiring is the live-preview mechanism — every render frame
pushes the VM's AudioDraft into _audioEngine.MasterVolume etc. Cheap
(four float assignments) and unconditional. SetListener still applies
MasterVolume each frame too via the existing Phase E.2 code path, so
listener gain stays in sync. Persisted audio is applied to the engine
ONCE at startup before the first frame so the user's saved values
take effect before any sound plays — startup-time apply happens during
the same SettingsVM construction site that does the LoadDisplay +
LoadAudio.
SettingsPanel.RenderAudioTab replaces the L.0-shell placeholder — four
SliderFloat calls clamped to [0, 1], plus a footer note explaining the
live-preview UX. The "Coming soon" placeholder test was retargeted
from "Audio" to "Gameplay" since Audio is no longer a placeholder.
16 new tests:
· AudioSettings record (3) — defaults pin engine constants, value
equality, with-expressions
· SettingsStore audio round-trip (5) — missing-file → defaults,
round-trip all fields, partial-file per-field fallback, save-audio-
preserves-display, save-display-preserves-audio
· SettingsVM audio state (5) — initial draft tracks persisted,
SetAudio marks dirty, Save invokes audio callback, Cancel reverts,
ResetAllToDefaults covers audio
· SettingsPanel audio tab (3) — four sliders render only when active,
no SliderFloat emitted on inactive tabs, slider range is [0, 1]
dotnet build green (0 warnings); dotnet test 1,262 / 1,262 green
(243 Core.Net + 346 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — first concrete tab on the new Settings shell, in
the Easy-wins build order agreed in the brainstorm
(Display → Audio → Gameplay → Chat → Character).
DisplaySettings (immutable record): Resolution / Fullscreen / VSync /
FieldOfView (30-120°) / Gamma (0.5-2.0) / ShowFps. Six common 16:9
resolutions in the dropdown. Defaults: 1920×1080, windowed, vsync on,
75° FOV, gamma 1.0, FPS off — matches the brainstorm UX agreement.
SettingsStore: JSON persistence at %LOCALAPPDATA%\acdream\settings.json
(coexists with keybinds.json — own load/save path stays put, no
migration needed). LoadDisplay falls back per-field when keys are
missing (partial-file tolerant) and falls back to defaults when the
file is corrupt or the JSON is unparseable. SaveDisplay round-trips
preserved — unknown top-level keys (e.g. an `audio` section written
by a future client) are kept on save so older builds don't silently
drop newer-tab data.
SettingsVM gains a parallel display-state machine: persistedDisplay +
draftDisplay, SetDisplay mutator, HasUnsavedChanges checks both
keybinds and display deltas, Save/Cancel/ResetAll cover both
atomically from the user's POV (one Save commits everything, one
Cancel reverts everything). Constructor signature extends with two
new params; existing keybinds-only callers updated.
SettingsPanel.RenderDisplayTab replaces the L.0-shell placeholder —
Combo for resolution, Checkboxes for fullscreen/vsync/show-fps,
SliderFloat for FOV + gamma. Live-preview note in the panel body
matches the agreed UX: FOV + gamma update visibly while the user
drags; resolution / fullscreen / vsync apply on Save (live preview
would be too jarring).
GameWindow wires SettingsStore into the existing SettingsVM construct
site — load on startup, save on each tab Save. Errors print to
console and don't crash the panel.
19 new tests:
· DisplaySettings record (4) — defaults pinned, value equality, with-
expressions, AvailableResolutions sorted ascending
· SettingsStore (6) — round trip, missing-file → defaults, corrupt-
file → defaults, partial-file → per-field fallback, unknown-key
preservation, DefaultPath shape
· SettingsVM display (6) — initial draft tracks persisted, SetDisplay
marks dirty, Save invokes display callback, Cancel reverts,
ResetAllToDefaults covers display, Save-then-Cancel is no-op
· SettingsPanel display tab (3) — widgets render only when active,
resolution combo uses AvailableResolutions, no Combo emitted on
inactive tabs
dotnet build green (0 warnings); dotnet test 1,246 / 1,246 green
(243 Core.Net + 330 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>