acdream/src/AcDream.App/UI/Layout/OptionPageModel.cs
Erik 386076af0f fix(ui): OP3 review fixes — byte-verified Magic chat lines, Gameplay/OptionPage shape, mid-air tri-state, shared geometry
Consolidated fix round for the two OP3 dual-lens reviews
(docs/research/2026-08-11-op3-review-{mechanism,blast}.md), both
APPROVE-WITH-FIXES.

MUST-FIX:
- The six "Use Mouse Turning Settings" chat lines were typed
  RetailLogTextType.ClientLocal (0x1A); retail types them 0x07 (Magic).
  BYTE-VERIFIED against the PDB-paired binary at all six
  gmConfigUI::SetMouseTurningDefaults call sites (0x0049E972/E9E2/EA52/
  EAA4/EAF6/EB48): every site pushes `6a 07` (type=7) immediately before
  the text-pointer push and the AddTextToScroll call. Added a dedicated
  OptionsRuntimeBindings.DisplayMouseTurningMacroLine seam routed at
  Magic (scrolling chat transcript, light blue, timestamped) instead of
  the 4-slot SpewBox ClientLocal uses; the mid-air refusal and UA/RA
  keep ClientLocal (both independently confirmed correct).
- Filed AD-77: the client-wide floating-only gmPanelUI host divergence
  (retail also exposes a docked 0x21000017 host) the plan §5 delegated
  to this review, scoped to every main panel, not just Options.

SHOULD-FIX:
- gmGameplayOptionsUI is not an OptionPage in retail (acclient.h:55857,
  UIElement_Field). OptionsPanelController now constructs the Gameplay
  slot's OptionPage with AfterApply deliberately null, so entering/
  leaving that tab never publishes SaveCharacterOptionsRuntimeCmd.
  Corrected OptionPageModel's doc comment and rewrote the two tests
  that pinned the wrong (Gameplay-flushes) shape.
- Added the OptionPage.OnOptionChanged seam (PlayerOptionPage::
  OnOptionChanged @0x004F27D0) — fires as the last step of Apply/
  Reset/Defaults, plus once per live LED edit via a new
  IOptionRow.AttachPageNotify hook (BoolOptionRow wires it into
  SetCurrentValue only, matching retail's Apply(1)-only
  HandleDialogAndNotices path). OP4-6 will bind Apply/Reset enable
  state to this.
- Exit to Character Selection's mid-air refusal is now tri-state
  (Func<bool?> IsGrounded): retail's UseTime only reaches the airborne
  test inside `else if (smartbox->player)`, so outside player mode (or
  with no live controller) the button is a SILENT no-op, not a
  refusal. Fixed the inverted comment at both call sites.
- Options panel geometry now matches its nine gmPanelUI siblings
  sharing RetailPanelUiController's one main-panel rectangle
  (ResizeX=false, bottom-edge-only resize, no invented Min/MaxWidth/
  Height) instead of being the only all-four-edge/horizontal-resize
  outlier whose width silently reverted whenever a sibling was shown.
- Added the three missing test pins: Options/Character mutual
  exclusion through a REAL RetailPanelUiController registration,
  RetailDialogFactory.MakeConfirmation's omitted-queueKey overload
  sharing DefaultQueueKey, and UiTabPanel.ActivePageChanged never
  firing on a dormant (non-activated) host.
- TS-74's What/Where now names the five store-only CameraTurning
  preferences explicitly instead of only mentioning them in Risk.
- Test script gains the toolbar-button ghosted->enabled+highlight
  check, UseMouseTurning-survives-relogin and the five prefs-survive-
  relaunch steps, a UA/RA legibility eye-item, and the corrected
  bottom-edge-only geometry description for step 5.

One-liners fixed in files already touched: symmetric close-button
resolve-failure logging in OptionsPanelController.Bind (blast NOTE 8).

Full Release suite: 12,947 passed / 4 skipped / 0 failed (baseline
12,935/4/0 post-OP7 — 12 net new tests; the two OptionPageModelTests
"wrong-shape" tests were renamed/rewritten in place, not removed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 03:05:27 +02:00

262 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
namespace AcDream.App.UI.Layout;
/// <summary>
/// One retail <c>OptionPage</c>/<c>PlayerOptionPage</c> row: a
/// <c>(m_current, m_saved, m_default)</c> triple plus the three verbs a row
/// leaf implements (<c>UIOption_Checkbox</c> is the canonical case — Campaign
/// OP slices OP4-6 add slider/menu/bitfield leaves behind the same shape).
/// Retail anchors: <c>docs/research/2026-08-10-options-panel-structure.md</c>
/// §3.3 (<c>UIOption_Checkbox::Changed @0x004868C0</c>,
/// <c>SaveCurrentValue @0x004868E0</c>, <c>RestoreSavedValue @0x00486900</c>,
/// <c>RestoreDefaultValue @0x00486930</c>, <c>SetCurrentValue @0x00486970</c>).
/// </summary>
public interface IOptionRow
{
/// <summary><c>UIOption_Checkbox::Changed</c>: <c>m_saved != m_current</c>.</summary>
bool Changed { get; }
/// <summary><c>SaveCurrentValue</c>: <c>m_saved = m_current</c>. No live
/// side effect — the value is already live (every mutator below applies
/// immediately).</summary>
void SaveCurrentValue();
/// <summary><c>RestoreSavedValue</c>: <c>m_current = m_saved</c>, then
/// applies the reverted value live.</summary>
void RestoreSavedValue();
/// <summary><c>RestoreDefaultValue</c>: <c>m_current = m_default</c>,
/// then applies the default live.</summary>
void RestoreDefaultValue();
/// <summary>
/// Wires this row's owning-page notify hook — retail's
/// <c>UIOption::m_pOCH</c> (option-change-handler) pointer, invoked by
/// <c>UIOption::HandleDialogAndNotices @0x004EFB90</c>'s
/// <c>m_pOCH-&gt;OnOptionChanged(this)</c> call after a LIVE user edit
/// (a widget's own <c>SetCurrentValue</c>/<c>Apply(1)</c> path ONLY —
/// <c>RestoreSavedValue</c>/<c>RestoreDefaultValue</c> use retail's
/// <c>Apply(0)</c>, which skips this per-row notify because the OWNING
/// VERB (<see cref="OptionPage.Reset"/>/<see cref="OptionPage.Defaults"/>)
/// already calls <see cref="OptionPage.OnOptionChanged"/> once itself,
/// at its own tail). Called once by <see cref="OptionPage.Register"/>;
/// mechanism review S2, 2026-08-11 fix round.
/// </summary>
void AttachPageNotify(Action notify);
}
/// <summary>
/// The canonical retail leaf — <c>UIOption_Checkbox</c>'s current/saved/default
/// triple over a <see cref="bool"/>. <see cref="SetCurrentValue"/> is what a
/// user's LED click runs: it writes <c>m_current</c> and applies it live
/// IMMEDIATELY (retail's <c>SetCurrentValue @0x00486970</c> calls
/// <c>Apply(1)</c> synchronously) — Apply/Reset/Defaults never gate this; they
/// only move the <c>m_saved</c>/<c>m_default</c> baselines and re-apply.
/// </summary>
public sealed class BoolOptionRow : IOptionRow
{
private readonly Action<bool>? _apply;
private Action? _notifyPageOptionChanged;
private bool _current;
private bool _saved;
private bool _default;
public BoolOptionRow(bool initial, bool defaultValue, Action<bool>? apply = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
}
/// <summary>The live value — what the LED currently shows.</summary>
public bool Current => _current;
/// <summary>The committed baseline Reset reverts to.</summary>
public bool Saved => _saved;
/// <summary>The value Defaults restores. Mutable via
/// <see cref="SetDefaultValue"/> — retail's <c>SetDefaultValue</c> is
/// authored per-row in each page's <c>InitOptions</c>, sometimes from a
/// DAT-resolved default rather than a compile-time literal (OP4's
/// Character-tab U1 closure).</summary>
public bool DefaultValue => _default;
public bool Changed => _saved != _current;
/// <summary>Retail <c>UIOption_Checkbox::SetDefaultValue @0x00486960</c>.</summary>
public void SetDefaultValue(bool value) => _default = value;
/// <summary>
/// Retail <c>SetCurrentValue @0x00486970</c> — the LED-click entry point.
/// Writes <c>m_current</c> and applies it live immediately; does NOT
/// touch <see cref="Saved"/> (Apply is the only verb that commits). Also
/// notifies the owning page (<see cref="AttachPageNotify"/>) — retail's
/// <c>Apply(1)</c>-only <c>HandleDialogAndNotices</c> path.
/// </summary>
public void SetCurrentValue(bool value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue() => _saved = _current;
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Retail <c>OptionPage</c>/<c>PlayerOptionPage</c>: a page's registered-option
/// array plus the four verbs (Apply/Reset/Defaults/visibility) with retail's
/// EXACT semantics — <c>docs/research/2026-08-10-options-panel-structure.md</c>
/// §3 and §10.4:
///
/// <list type="number">
/// <item><description>Clicking an LED applies immediately
/// (<see cref="BoolOptionRow.SetCurrentValue"/> → <c>Apply(1)</c>). Apply and
/// Reset operate on an undo baseline, not a staging buffer.</description></item>
/// <item><description><see cref="Apply"/> commits EVERY row's baseline
/// unconditionally (<c>OptionPage::SaveCurrentValues @0x004F2C60</c> — no
/// <c>Changed</c> gate), then flushes the batched character-options blob via
/// <see cref="AfterApply"/> (<c>PlayerOptionPage::SaveCurrentValues
/// @0x004F2710</c>'s <c>CPlayerModule::SaveToServer(0)</c> tailcall).</description></item>
/// <item><description><see cref="Reset"/> reverts only rows whose
/// <see cref="IOptionRow.Changed"/> is true
/// (<c>OptionPage::RestoreSavedValues @0x004F2D00</c>).</description></item>
/// <item><description><see cref="Defaults"/> restores every row unconditionally,
/// live, WITHOUT committing — <see cref="IOptionRow.Changed"/> can go true
/// afterward, re-enabling Apply/Reset
/// (<c>OptionPage::RestoreDefaultValues @0x004F2CB0</c>).</description></item>
/// <item><description><see cref="OnHidden"/> (page becomes invisible — a tab
/// switch away, or the window closing) reverts uncommitted edits exactly like
/// Reset (<c>PlayerOptionPage::OnVisibilityChanged(false) @0x004F26E0</c> →
/// <c>RestoreSavedValues</c>).</description></item>
/// <item><description><see cref="OnShown"/> (page becomes visible — the
/// initial default tab, a tab switch in, or the window (re)opening) applies +
/// commits exactly like Apply (<c>OnVisibilityChanged(true)</c> →
/// <c>SaveCurrentValues</c>, which ALSO flushes the blob via
/// <see cref="AfterApply"/>).</description></item>
/// </list>
///
/// <para>
/// An empty page (zero registered rows) makes every verb a no-op and
/// <see cref="Changed"/> permanently false; when <see cref="AfterApply"/> IS
/// wired, it still fires on <see cref="Apply"/>/<see cref="OnShown"/> even
/// with zero rows (retail's <c>SaveCurrentValues</c> flushes the blob
/// regardless of whether THIS page's own rows changed anything — the
/// module's dirty flag is global, not per-page). <b>This is a property of
/// the generic empty-page shape, not a description of the Gameplay tab.</b>
/// <c>gmGameplayOptionsUI</c> (<c>acclient.h:55857</c>) derives from
/// <c>UIElement_Field</c>, not <c>OptionPage</c>/<c>PlayerOptionPage</c> at
/// all, so retail never calls <c>SaveCurrentValues</c> for it in the first
/// place — <see cref="OptionsPanelController"/> deliberately
/// constructs the Gameplay slot's <see cref="OptionPage"/> instance with
/// <see cref="AfterApply"/> left <c>null</c> so entering/leaving that tab
/// never flushes (mechanism review S1, 2026-08-11 fix round).
/// </para>
/// </summary>
public sealed class OptionPage
{
private readonly List<IOptionRow> _rows = new();
public IReadOnlyList<IOptionRow> Rows => _rows;
/// <summary>
/// Invoked after every <see cref="Apply"/> (button click OR
/// <see cref="OnShown"/>) — the seam a controller wires to the batched
/// <c>SaveOptions</c>/blob-flush command. Never invoked by
/// <see cref="Reset"/> or <see cref="Defaults"/> (retail's Reset/Defaults
/// call <c>Apply(0)</c> per-row and reach <see cref="OnOptionChanged"/>
/// directly — they never reach <c>PlayerOptionPage::SaveCurrentValues</c>,
/// so they never flush).
/// </summary>
public Action? AfterApply { get; set; }
/// <summary>
/// Retail <c>OptionPage::OnOptionChanged(0)</c> — the ONLY thing that
/// enable-gates Apply/Reset (<c>PlayerOptionPage::OnOptionChanged
/// @0x004F27D0</c>: disabled when <see cref="Changed"/> is false, enabled
/// otherwise; Defaults is NEVER gated — retail's override never fetches
/// its child id at all). Retail runs this as the LAST statement of all
/// three verbs (<c>0x004F2C95</c> Apply, <c>0x004F2CE5</c> Defaults,
/// <c>0x004F2D4A</c> Reset); a live user edit
/// (<see cref="IOptionRow.AttachPageNotify"/>'s
/// <c>SetCurrentValue</c>-only path) also reaches it directly via
/// <c>UIOption::HandleDialogAndNotices @0x004EFB90</c>. OP4-6 bind
/// buttons to this seam; mechanism review S2, 2026-08-11 fix round.
/// </summary>
public Action? OnOptionChanged { get; set; }
/// <summary>Registers one row. Retail's <c>OptionPage::RegisterOption
/// @0x004F2E90</c>, called from each page's <c>InitOptions</c>.</summary>
public void Register(IOptionRow row)
{
ArgumentNullException.ThrowIfNull(row);
row.AttachPageNotify(() => OnOptionChanged?.Invoke());
_rows.Add(row);
}
/// <summary><c>OptionPage::Changed @0x004F2D60</c>: true if ANY
/// registered row's own <see cref="IOptionRow.Changed"/> is true.</summary>
public bool Changed => _rows.Any(static row => row.Changed);
/// <summary><c>OptionPage::SaveCurrentValues @0x004F2C60</c> — Apply:
/// commits every row's baseline unconditionally, flushes via
/// <see cref="AfterApply"/>, then re-evaluates <see cref="OnOptionChanged"/>.</summary>
public void Apply()
{
foreach (IOptionRow row in _rows)
row.SaveCurrentValue();
AfterApply?.Invoke();
OnOptionChanged?.Invoke();
}
/// <summary><c>OptionPage::RestoreSavedValues @0x004F2D00</c> — Reset:
/// reverts only the rows that are currently <see cref="IOptionRow.Changed"/>,
/// then re-evaluates <see cref="OnOptionChanged"/>.
/// Snapshotted before iterating so a row's own revert (which flips
/// <see cref="IOptionRow.Changed"/> back to false) cannot skip a later
/// row.</summary>
public void Reset()
{
foreach (IOptionRow row in _rows.Where(static row => row.Changed).ToArray())
row.RestoreSavedValue();
OnOptionChanged?.Invoke();
}
/// <summary><c>OptionPage::RestoreDefaultValues @0x004F2CB0</c> —
/// Defaults: restores every row unconditionally, live, without
/// committing, then re-evaluates <see cref="OnOptionChanged"/>.</summary>
public void Defaults()
{
foreach (IOptionRow row in _rows)
row.RestoreDefaultValue();
OnOptionChanged?.Invoke();
}
/// <summary><c>PlayerOptionPage::OnVisibilityChanged(true)</c> — the page
/// became visible (initial default tab, a tab switch in, or the window
/// (re)opening): applies + commits, same as <see cref="Apply"/>.</summary>
public void OnShown() => Apply();
/// <summary><c>PlayerOptionPage::OnVisibilityChanged(false)</c> — the page
/// became hidden (a tab switch away, or the window closing): reverts
/// uncommitted edits, same as <see cref="Reset"/>.</summary>
public void OnHidden() => Reset();
}