acdream/tests/AcDream.App.Tests
Erik 53395e4de4 feat(chat): CT-A4 — speaker names render in retail's tag colour
Campaign CT slice A4, and the first slice of Group A that shows on screen: a
player's name in a chat line now draws green while the rest of the line keeps
its message colour.

The colour is AUTHORED, not computed. Retail keeps two parallel index-selected
colour arrays on the text element and refreshes both from the same caller index
on every append (UIElement_Text::AppendStringInfoWithFont @0x00469DE0):
property 0x1B for ordinary glyphs, 0x1D for glyphs under an open tag. Property
0x1D is read exactly the way 0x1B already was, carried on ElementInfo, and
seeded onto UiText beside DefaultColor. Measured on the chat transcript
(0x2100006F / 0x10000011) as RGB(0,178,0).

It deliberately does NOT go into RetailChatColorTable. That table is the
runtime-built per-LogTextType mapping; the tag colour is per-element authored
data, and filing it there would put it somewhere it would look right in tests
and be wrong in principle.

RunsForFragment is the load-bearing piece and is pure. Wrapping can drop the
space it broke on, so a fragment is NOT simply the next N characters of the
line — BuildLines locates each fragment in the source text to keep the span
offsets honest, and the mapper clips spans to the fragment window. A tag
straddling a wrap break is therefore split across both fragments and stays
green on both, instead of changing colour mid-word.

Two guards worth naming. A fragment containing no tag returns NULL rather than
a single-run list, so the overwhelming majority of lines keep the existing flat
draw path untouched. And an element authoring no 0x1D falls back to the line
colour, so a name never renders in a colour nobody chose.

The run/fragment contract is property-tested across every substring of a tell
line, because CT-A1's RunsMatchLine refuses mismatched runs by silently falling
back to flat text — a mapping bug here would degrade quietly rather than fail.

Solution builds clean; full hermetic gate green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 07:31:20 +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 fix(ui): restore retail vitals and window interactions 2026-08-20 13:26:35 +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 fix(chat): announce enchantment expiry; stop double-printing tells 2026-08-21 06:11:33 +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 feat(plugins): MossTank — a self-buffing plugin, and the automation surface it needed 2026-08-20 16:22:28 +02:00
Rendering fix(world): rotate the DAT-scenery root too — the flyers actually orbit now 2026-08-21 05:52:44 +02:00
Runtime test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Settings fix(ui): restore retail vitals and window interactions 2026-08-20 13:26:35 +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 feat(chat): CT-A4 — speaker names render in retail's tag colour 2026-08-21 07:31:20 +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