acdream/tests/AcDream.App.Tests
Erik a34e8f2a17 fix #420: seed face-segment media states so character select stops crashing the client
Every launcher-started play session on 2026-08-19 died a few seconds after
login. The user's own session evidence shows it three times in a row:
started -> connected -> characterList -> exited code 1 "crashed", with
client.err.log carrying

  System.ArgumentNullException: Value cannot be null. (Parameter 'key')
     at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
     at AcDream.App.UI.UiButton.OnDraw(UiRenderContext ctx)

UiButton allocated its per-face-segment media-state array as `new string[n]`,
leaving every element null, while the single-face sibling _faceMediaState was
correctly seeded to "" (DirectState). NextMediaState returns `current`
unchanged on three of its four arms — including retail's own "committed state
authored with an empty media array keeps the previous media playing" rule — so
on a multi-segment button whose committed state carries no media the null
survived the first SyncMediaStates and reached
ElementInfo.StateMedia.TryGetValue(null), throwing mid-paint and taking the
process down.

Seed the array with "" at construction. That is what the constructor's
existing comment already claimed the media machine did ("the media machine
begins on the element's BASE media"); only the segment array was left out.

Verified by reverting the one-line fix: the new regression test throws
ArgumentNullException from UiButton.ActiveFile, the same frame as the live
crash. AcDream.App.Tests UiButton filter: 41 passed, 3 skipped.

Found while investigating Campaign LU item 4 ("launching the selected
character doesn't work") — this is why nothing worked. Also lands the Campaign
LU plan doc, whose recon section records the mechanisms the remaining slices
build on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:32:28 +02:00
..
Architecture test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Audio feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
Combat fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps 2026-08-11 05:30:26 +02:00
Composition test: replace composition source freezes 2026-08-18 15:50:53 +02:00
Configuration fix(app): Campaign LA gate round 2 — session-config launches force the retail UI on 2026-08-15 08:42:33 +02:00
Credentials test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Diagnostics test: replace campaign labels with behavior names 2026-08-18 12:25:00 +02:00
Input test: replace input and physics source freezes 2026-08-18 15:31:57 +02:00
Interaction fix: social panel completion batch (user gate 2026-08-13, "fix all") 2026-08-13 19:30:51 +02:00
Net test: replace runtime root source freezes 2026-08-18 16:02:15 +02:00
Physics test: replace input and physics source freezes 2026-08-18 15:31:57 +02:00
Platform feat(platform): Campaign LA LA0 — extract ApplicationPathSet to AcDream.Platform 2026-08-14 15:19:02 +02:00
Plugins fix(plugins): close LA5 ownership races 2026-08-14 19:28:14 +02:00
Rendering ci: tag DAT-dependent tests into the InstalledDat lane; drop invariant workaround 2026-08-19 11:19:14 +02:00
Runtime test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Settings fix #376/#388 review round: post-condition truth, idempotence, one 2026-08-13 18:10:07 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming test: replace streaming source freezes 2026-08-18 15:14:41 +02:00
UI fix #420: seed face-segment media states so character select stops crashing the client 2026-08-19 18:32:28 +02:00
World test: replace create authority source pin 2026-08-18 16:52:22 +02:00
AcDream.App.Tests.csproj build: make release restore reproducible 2026-08-18 10:29:00 +02:00
BoundedTestDatCollection.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
FramePhaseTestDoubles.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
FrameProfilerReportTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
FrameStatsBufferTests.cs fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
GameRuntimeTestFactory.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlobalUsings.cs feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
LiveEntityRuntimeFixture.cs test(runtime): restore the world-frame precondition across first-entry fixtures 2026-08-03 13:32:28 +02:00
LiveEntitySpawnFixture.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
packages.neutral.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
RuntimeDatAccessArchitectureTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeDatCollectionFactoryTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeOptionsRetailUiTests.cs test(runtime): add deterministic world gate artifacts 2026-07-20 22:37:16 +02:00
RuntimeOptionsTests.cs fix(launcher): close Campaign LA LA1 review findings 2026-08-14 17:00:09 +02:00
RuntimeWorldTransitTestDriver.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
ZeroAllocationProbe.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
ZeroAllocationProbeTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00