Attacking with no valid target has told the player nothing since Campaign V
slice V11 orphaned the DebugVM toast the message was wired to (#434 found
the drop; this closes it retail-faithfully).
Ground truth from the Ghidra decompile of
ClientCombatSystem::ExecuteAttack (0x0056bb70): retail writes
"You must select a valid combat target before attacking" via
ClientSystem::AddTextToScroll(..., 0x1A, true, 0) — the ClientLocal
SpewBox channel this codebase already routes every other client-local
refusal through. And retail has ONE message, not the two we carried:
attacking outside melee/missile modes is silent (ExecuteAttack is
unreachable there), so the invented "Enter melee or missile combat first"
text is deleted rather than rerouted, and the invented "No monster
target" is replaced by the retail string, which joins ClientTextRefusals
with its decomp citation.
Wiring: CombatFeedbackSlot gains the sibling BindOwned session-lifetime
shape, and SessionPlayerComposition.CompleteSessionPlayer binds it to
RuntimeCommunicationState.AddText(ClientLocal) with session-owned
teardown — a torn-down session's slot returns to its silent unbound
state. A binding-seam test
(CompleteSessionPlayerBindsCombatFeedbackToTheClientLocalSpewBoxRoute)
inspects the compiled composition for the BindOwned call and its
AddText-routing lambda, so the slot can never again pass its unit tests
while production leaves it unbound — the exact failure mode that hid
this defect. The two tests that pinned the invented strings now pin the
retail contract (exact string; silence for the unsupported-mode case).
Full hermetic suite 15,325 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DebugPanel and DebugVM have not been constructible since Campaign V slice
V11 removed the ImGui frontend that hosted them: nothing in src/ ever
called their constructors, only a test did. Two consequences, both fixed
here — 35 environment reads inside them were unreachable, and roughly forty
XML doc comments across the diagnostics owners promised a runtime checkbox
that no longer exists. A flag documented as runtime-toggleable when it is
startup-only sends the next investigation down a path that cannot work.
Deleted DebugPanel.cs (340 lines), DebugVM.cs (548) and DebugVMTests.cs
(327). Corrected the surviving claims in PhysicsDiagnostics,
RenderingDiagnostics, CameraDiagnostics, PhysicsEngine and GameWindow to say
what is actually true: these flags are set from the environment at startup
or by direct assignment.
The one real dependant was CombatFeedbackSlot, whose binding target was
DebugVM. It now takes a plain Action<string>, which removes the dependency
without changing behavior — and makes visible that there is no behavior:
nothing binds the slot, so the combat refusals it carries ("No monster
target", "Enter melee or missile combat first") have been discarded all
along. Filed as #436 and pinned by a test, rather than papered over with an
invented chat message; the retail text and channel need the oracle first.
Deliberately untouched: F1's AcdreamToggleDebugPanel binding, which
GameplayInputCommandController consumes as a documented no-op so the key
does not fall through to a lower input scope; and the
DebugVmRenderFactsPublisher / DevToolsRuntimeSources chain, which is still
wired into production composition and deserves its own dead-code pass
instead of being pulled into this one.
Full hermetic suite 15,333 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's
template-list mechanism and OP3's OptionPage model: 6 authored group
headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK
death messages", AP-193) in research doc §2's authored order, each row
resolved by PlayerOption id through CharacterOptionTable, seeded from
live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable.
ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption
@0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm
the directive was followed), labels/tooltips resolved by name from
string table 0x23000003 (never hard-coded English), and registered with
OptionsPanelController.CharacterPage. Apply/Reset/Defaults
(0x100001FC/FD/FE) are now wired per-page via a scoped subtree search
(UiElement.FindDescendant, promoted from UiTabPanel) since Character/
Chat/Config each author their own physical instance under the SAME
element ids.
Consumers: Group A (29 ids) wire+store only via the existing
SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display
Timestamps prefixes new transcript lines (RuntimeCommunicationState.
DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off
(WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as
Default Movement inverts the walk-mode modifier's default
(RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C
re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget
(CharacterOptionCombatSettingsSource), VividTargetingIndicator/
CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local
GameplaySettings record to the canonical server bit — closing two
previously-unfiled divergences where AutoRepeatAttack and
AcceptCorpseLootingPermissions never reached the wire despite being
retail auto-save ids. TS-73 narrowed to its two still-open cases;
TS-75..TS-80 file the genuine gaps (no day/night force, no weather-
particle/profanity-filter/salvage/housing/pickup-preference subsystem,
fellowship-create's unaudited client-sourced field) rather than
inventing stand-ins.
Conformance: CharacterOptionsPageControllerTests pins all 50 rows
against CharacterOptionTable in both directions (an invented or dropped
row fails the build), the authored group/order row-by-row, and the
build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against
the committed fixture. 52 new tests; full solution suite 13,008 passed /
4 skipped / 0 failed (was 12,956/4/0).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies.
Co-authored-by: Codex <codex@openai.com>
Move fly/chase publication, combat target tracking, and local player projection behind typed runtime owners. Preserve the inbound-created projection/reconcile barrier while removing GameWindow callbacks and duplicate shadow helpers.