Run 170's Windows gate went red on 37 tests across four assemblies while the same commit passed 14,370/0 locally. The failures were all one family: Expected: "You have 1 500p" <- built with the machine's culture Actual: "You have 1,500p" <- production, correctly invariant The runner is Swedish; this dev box is not. These tests had been passing on CI only because that machine's registry locale had been pinned by hand — machine state, which came undone (almost certainly the reboot after today's hang). Re-pinning it would be a workaround on one machine for a defect in the repo, so this fixes the repo instead. Two genuinely different bugs were hiding in that one symptom. 1. TESTS that build an expected string with the ambient culture and compare it to invariant production output, and test-side recording sinks whose traces are compared against literal golden strings. Those only ever passed on a machine that happens to format like the invariant culture. Pinned to InvariantCulture: the vendor purse/cost expectations, and the motion-funnel, animation-sequencer, framebuffer-resize, resource-slot, and runtime-attack trace sinks. 2. PRODUCTION that formats player-visible retail text with the ambient culture. This one matters beyond CI: retail is a US client, so it shows "2.50", "1,500p" and "(-20)" to everyone. On a Swedish machine acdream was showing "2,50", "1 500p" and "(-20)" with U+2212 MINUS SIGN — the audience for this alpha is literally Swedish. Converted 76 sites to InvariantCulture across the item/creature appraisal formatters, the character stat panel's buff and vitae parentheticals, the appraisal and link-status controllers, the chat /framerate and /location output, the camera sensitivity toast, the time-override toast, the F3 dump, the sky diagnostics, and the world-frame invariant-failure message. DATES are deliberately left on the current culture (CharacterController's birth/login stamp, RuntimeHouseState's purchase expiry). Retail has no answer for a non-US player's date format, and forcing "08/19/2026 7:00:00 PM" on them is a UX decision, not a retail-fidelity one. Apparatus, so the next occurrence is reproducible instead of mysterious: tests/TestCultureInitializer.cs adds an opt-in ACDREAM_TEST_CULTURE knob to every test assembly, linked in through a new tests/Directory.Build.props. Unset — what CI and everyone runs — it changes nothing. ACDREAM_TEST_CULTURE=sv-SE dotnet test ... reproduced all 37 CI failures on this machine plus 6 more the runner's own locale does not surface (the Unicode-minus family), and drove the fix. Verified both ways on the full solution under the release-gate filter: default culture 14,370 passed / 0 failed, and ACDREAM_TEST_CULTURE=sv-SE 14,370 passed / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
142 lines
4.8 KiB
C#
142 lines
4.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using AcDream.Core.Net;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Retained port of retail <c>gmLinkStatusUI</c>. LayoutDesc owns the page and
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/// chrome; this controller owns its five-second text refresh and 120-second
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/// ping cadence.
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/// </summary>
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public sealed class LinkStatusUiController : IRetainedPanelController
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{
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public const uint LayoutId = 0x2100001Du;
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public const uint RootId = 0x10000167u;
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public const uint MainTextId = 0x10000169u;
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public const uint CloseId = 0x100000FCu;
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private const double UpdateIntervalSeconds = 5d;
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private const double PingIntervalSeconds = 120d;
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private readonly UiText _mainText;
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private readonly UiButton? _close;
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private readonly Func<LinkStatusSnapshot> _snapshot;
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private readonly Func<double> _currentTime;
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private readonly Action _requestPing;
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private readonly LinkStatusStrings _strings;
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private IReadOnlyList<UiText.Line> _lines = Array.Empty<UiText.Line>();
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private double _nextUpdateTime = -1d;
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private double _lastPingRequestTime = -1d;
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private bool _pleaseRequestPing;
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private bool _visible;
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private LinkStatusUiController(
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ImportedLayout layout,
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Func<LinkStatusSnapshot> snapshot,
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Func<double> currentTime,
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Action requestPing,
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LinkStatusStrings strings,
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Action? close)
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{
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_mainText = (UiText)layout.FindElement(MainTextId)!;
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_close = layout.FindElement(CloseId) as UiButton;
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_snapshot = snapshot;
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_currentTime = currentTime;
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_requestPing = requestPing;
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_strings = strings;
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_mainText.LinesProvider = () => _lines;
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if (_close is not null) _close.OnClick = close;
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}
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public static LinkStatusUiController? Bind(
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ImportedLayout layout,
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Func<LinkStatusSnapshot> snapshot,
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Func<double> currentTime,
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Action requestPing,
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LinkStatusStrings strings,
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Action? close = null)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(snapshot);
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ArgumentNullException.ThrowIfNull(currentTime);
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ArgumentNullException.ThrowIfNull(requestPing);
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ArgumentNullException.ThrowIfNull(strings);
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return layout.FindElement(MainTextId) is UiText
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? new LinkStatusUiController(
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layout, snapshot, currentTime, requestPing, strings, close)
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: null;
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}
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/// <summary>
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/// Port of <c>gmLinkStatusUI::ListenToGlobalMessage @ 0x004AB110</c>.
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/// </summary>
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public void Tick()
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{
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if (!_visible) return;
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double now = _currentTime();
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if (!double.IsFinite(now) || now < _nextUpdateTime) return;
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_nextUpdateTime = now + UpdateIntervalSeconds;
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Update(now);
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}
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public void OnShown()
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{
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_visible = true;
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_pleaseRequestPing = true;
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Update(_currentTime());
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}
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public void OnHidden()
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{
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_visible = false;
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_pleaseRequestPing = false;
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}
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private void Update(double now)
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{
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LinkStatusSnapshot value = _snapshot();
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string ping = value.RoundTripSeconds is double seconds
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&& double.IsFinite(seconds)
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&& seconds >= 0d
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? (seconds * 1000d).ToString("F0", CultureInfo.InvariantCulture)
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: "????";
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string body = _strings.Description
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+ _strings.Legend
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+ _strings.DisconnectWarning
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+ _strings.PacketLossPrefix
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+ value.PacketLossPercentage.ToString("F2", CultureInfo.InvariantCulture)
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+ _strings.PingPrefix
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+ ping;
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_lines = IndicatorDetailText.Shape(_mainText, body);
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if (!double.IsFinite(now)) return;
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bool periodicPing = _lastPingRequestTime >= 0d
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&& now - _lastPingRequestTime >= PingIntervalSeconds;
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if (!_pleaseRequestPing && !periodicPing) return;
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_lastPingRequestTime = now;
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_pleaseRequestPing = false;
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_requestPing();
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}
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public void Dispose()
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{
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if (_close is not null) _close.OnClick = null;
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}
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}
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public sealed record LinkStatusStrings(
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string Description,
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string Legend,
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string DisconnectWarning,
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string PacketLossPrefix,
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string PingPrefix)
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{
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public static LinkStatusStrings English { get; } = new(
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"The Link Indicator shows the current status of your connection to the game servers.",
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"\n\nGREEN = your link is good.\nYELLOW = no packets for at least 5 sec.\nRED = no packets for at least 20 sec.",
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"\n\nIf approximately forty seconds pass without receiving a packet, you will be disconnected from the server.",
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"\n\n\nPacket loss for the last 10 sec: ",
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"\n\nRoundtrip Ping time to Server: ");
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}
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