acdream/tests/AcDream.App.Tests/UI/Layout/RowTemplateResolverTests.cs
Erik 5bdd0528f1 feat(ui): FA4 -- fellowship page fully live
Roster: SocialFellowshipPageController now builds one row per fellow
from the authored template (0x21000030/0x10000281, live-DAT verified),
diffing the member GUID set on each revision-gated Tick -- an unchanged
set updates every row's bound widgets in place (no ListBox mutation, so
scroll position is untouched by construction); only a real join/leave/
disband triggers a rebuild, via UiTemplateListBox.FlushPreservingScroll
(FA3 carry-forward 1, both the widget-level fix and the controller-level
diff). Health/stamina/mana meters bind Fill+Label; the leader's name
tints gold (lane A's row template has no dedicated leader marker, so
this is a flagged adaptation, not a ported mechanism). Row-click
selection (SelectFellow) drives Dismiss/Leader targeting and the world
selection (SelectionChangeSource.Social).

D4: SocialPanelController now tracks "is the social window shown AND is
Fellowship the active tab" via UiTabPanel.ActivePageChanged +
OnShown/OnHidden, and calls SetPageVisible on every transition, which
sends 0x00A6 (idempotent, no-op while disconnected) -- the prerequisite
ACE gates its 0x02C0 vitals stream on.

Create flow: the inline name field (0x1000026F, an authored Editable
UiField -- live-DAT verified) gates the Create button's enabled state
exactly like retail (empty name = disabled = the whole refusal
mechanism, no separate error text); FellowshipShareXP's live value is
read at click time.

Actions + confirmations: Recruit/Dismiss/Quit/Disband/AssignLeader/
SetOpen all route through DeferredGameRuntimeStateCommands (new
Fellowship* methods) rather than a raw WorldSession send, so Quit
correctly picks up RuntimeFellowshipState's leader hand-off rule.
Button enable states port gmFellowshipUI::UpdateButtons verbatim. The
Open/Close button's caption swaps between the two DAT-resolved strings
cached once at Bind (never per-tick -- DatCollection is not safe to
touch unprotected from the render loop). RetailUiRuntime intercepts a
type-4 confirmation request before it reaches the generic
GameplayConfirmationController: IgnoreFellowshipRequests auto-declines,
FellowshipAutoAcceptRequests auto-accepts, neither set falls through to
the existing dialog machinery unchanged (D6).

D5 display: the per-fellow stats line uses retail's byte-decoded
even-split percentage table verbatim (1.0/.../.3111111/.28, default
0.0); the proportional branch omits the percentage rather than
inventing a formula (no acdream ExperienceToRaiseLevel table exists
yet). Both StringInfo variable substitution (row/stats/vitals text) and
ACCharGenData::FormatName (create-flow name canonicalization) are
unported prerequisites, so row text renders as plain numeric composites
-- register rows AD-80/AD-81 (docs commit).

D7: un-dims IgnoreFellowshipRequests/FellowshipAutoAcceptRequests
(consumed by the D6 auto-decline/accept) and FellowshipShareXP/
FellowshipShareLoot (consumed by Create + the page's own second
checkbox surface) on the Character tab -- 4 of 35 store-only rows
promoted to Live (31 remain dimmed).

Carry-forwards from the FA3 re-review, folded into this slice's
contract:
- UiTemplateListBox.FlushPreservingScroll -- preserves scroll offset
  across a rebuild instead of resetting to 0 (Flush's existing
  contract, unchanged, for Friends/Squelch).
- RowTemplateResolver -- the FA3 caching row-template resolver
  extracted from a MountSocialPanel local function into its own
  hermetically-testable class; now shared by Friends/Squelch/
  Fellowship's row families.
- Friends/Squelch scrollbars now resolve via the built
  UiTemplateListBox.ScrollbarElementId (DAT property 0x72) instead of
  a hardcoded literal, matching ConfigOptionsPageController's own OP6
  precedent.
- The Fellowship roster path never advances its revision latch on a
  partial resolver failure until the NEXT real membership change --
  never a per-frame retry loop.

Live-DAT verified (ACDREAM_PROBE_LIVE_MOUNT=1, extended
SocialPanelLiveMountProbeTests): the name field builds as UiField, all
11 buttons/checkboxes resolve, the row template's 5 checked fields
resolve to the right widget types, every checkbox label/tooltip and the
Open/Close captions resolve to real retail strings ("Open"/"Close"),
and a full production-path Bind() against live DATs produces zero
"not found" warnings.

App tests: +30 (7 UiTemplateListBox/RowTemplateResolver unit tests, 23
SocialFellowshipPageControllerTests covering roster diff/rebuild,
button enable rules, checkbox wiring, create-flow gating, D4
idempotency, and D5 formatting) plus 2 CharacterOptionsPageController
counts updated for the D7 un-dim (35->31 dimmed, 15->19 live).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 04:40:53 +02:00

91 lines
3.4 KiB
C#

using AcDream.App.UI;
using AcDream.App.UI.Layout;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Campaign FA slice FA4, carry-forward 2 (the FA3 re-review's non-blocking
/// finding: "add a production-resolver test for the new template cache").
/// <see cref="RowTemplateResolver"/> is the extracted, hermetically-testable
/// caching resolver <c>RetailUiRuntime.MountSocialPanel</c> actually uses in
/// production (Friends/Squelch since FA3, Fellowship since FA4) — these
/// tests exercise ITS class directly, with fake import/build delegates, no
/// live DAT.
/// </summary>
public sealed class RowTemplateResolverTests
{
[Fact]
public void Resolve_CachesTheImport_ButBuildsAFreshWidgetEveryCall()
{
int importCalls = 0;
int buildCalls = 0;
var resolver = new RowTemplateResolver(
importInfos: (layoutId, elementId) =>
{
importCalls++;
return new ElementInfo { Id = elementId, Type = 0xCu };
},
build: info =>
{
buildCalls++;
return new UiText();
});
UiElement? first = resolver.Resolve(0x21000030u, 0x10000281u);
UiElement? second = resolver.Resolve(0x21000030u, 0x10000281u);
UiElement? third = resolver.Resolve(0x21000030u, 0x10000281u);
Assert.NotNull(first);
Assert.NotNull(second);
Assert.NotNull(third);
// The expensive DAT tree walk (ImportInfos) ran exactly once...
Assert.Equal(1, importCalls);
Assert.Equal(1, resolver.ImportCount);
// ...but every row still gets its OWN built widget instance (a
// shared instance would mean every fellow's row points at the same
// UiElement, breaking per-row state like OnClick/LinesProvider).
Assert.Equal(3, buildCalls);
Assert.NotSame(first, second);
Assert.NotSame(second, third);
}
[Fact]
public void Resolve_DifferentTemplatePairs_ImportIndependently()
{
int importCalls = 0;
var resolver = new RowTemplateResolver(
importInfos: (layoutId, elementId) =>
{
importCalls++;
return new ElementInfo { Id = elementId, Type = 0xCu };
},
build: _ => new UiText());
// Fellowship's own template pair, and a DIFFERENT one (Friends'),
// through the SAME resolver instance — matches production, where
// MountSocialPanel feeds all three row families through one
// RowTemplateResolver.
resolver.Resolve(0x21000030u, 0x10000281u);
resolver.Resolve(0x2100005Du, 0x10000519u);
resolver.Resolve(0x21000030u, 0x10000281u);
resolver.Resolve(0x2100005Du, 0x10000519u);
Assert.Equal(2, importCalls);
}
[Fact]
public void Resolve_ImportMiss_CachesTheNull_AndNeverRetriesTheImport()
{
int importCalls = 0;
var resolver = new RowTemplateResolver(
importInfos: (_, _) => { importCalls++; return null; },
build: _ => throw new InvalidOperationException("build must not run for a null import"));
UiElement? first = resolver.Resolve(0x21000030u, 0x10000281u);
UiElement? second = resolver.Resolve(0x21000030u, 0x10000281u);
Assert.Null(first);
Assert.Null(second);
Assert.Equal(1, importCalls);
}
}