Both OP4 reviews converged on one headline bug (Character-tab rows never re-read live server truth after their pre-login constructor-word seed) plus overlapping MUST-FIXes. All ten converged/consolidated findings land here: MUST-FIX: - BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab switch in, initial activation — instead of trusting the pre-login constructor word it was built with. Reset/tab-switch can now only restore values that were actually live at the last show. LockUI's host.Root.UiLocked one-shot mount seed now also converges on every PlayerDescription via the existing OnCharacterOptionsChanged hook. - Apply/Reset are wired to OptionPage.OnOptionChanged in production (Ghosted when nothing changed, Normal when dirty, run once at bind so both start disabled per retail's PostInit); Defaults stays ungated. - The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View) now read/write the same RuntimeCharacterOptionsState seam the Character tab uses instead of a disconnected client-local GameplaySettings copy — closes the "two writable copies" divergence. The three now-orphaned GameplaySettings fields and RuntimeSettingsController's mirror properties/SetCombatGameplay are deleted outright; the headless host's hardcoded AutoRepeatAttack/AutoTarget now read the live option bit. - RuntimeSettingsController.SetUiLocked's convergence guard now compares against the last value actually applied to the runtime target instead of the persisted GameplaySettings.LockUI snapshot, which could already match a server-derived request without ever having been pushed. SHOULD-FIX: - DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is the one seam all of them funnel through), not just AddText's own callers — heard speech, emotes, Turbine channels, and combat text were previously missed. The prefix format escapes its colons and forces InvariantCulture instead of the culture-dependent TimeSeparator placeholder. - sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain shaders, so Disable Distance Fog stops the sky dome's horizon band from blending toward fog color too. - Corrected the "byte-verified" overclaim on the timestamp format string doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column class-name typo; the RunAsDefaultMovement doc comments now cite retail's actual acclient.h enumerator name. - Added: DispatcherMovementInputSource's option x modifier truth table (incl. || AutoRunActive with the option off), the per-page Apply/Reset enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click test, and hash-pins for the six header string keys. - Gate script step 8 corrected for the logout-flush false-failure (closing the panel before relogging is load-bearing); a new step documents the enable-gate sequence and the Combat-panel/Character-tab cross-check. Register: AP-196 (the Group-C default-source change + GameplaySettings retirement) and AP-197 (the ignored per-character timestamp format override) filed in this commit. Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0; net +36 tests from new coverage and legitimate assertion updates from the GameplaySettings retirement). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
52 lines
1.9 KiB
C#
52 lines
1.9 KiB
C#
using AcDream.UI.Abstractions.Panels.Settings;
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namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
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/// <summary>
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/// L.0: <see cref="GameplaySettings"/> default-pin tests + value-equality
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/// guarantees. Defaults are intentionally NOT bit-exact to retail's
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/// <c>0x50C4A54A</c> mask — see GameplaySettings remarks for rationale.
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/// </summary>
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public sealed class GameplaySettingsTests
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{
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[Fact]
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public void Default_values_are_typical_user_friendly()
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{
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// These defaults are reviewed in the L.0 brainstorm — typical-user
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// starting point, not retail-bitmask. A change to any of these
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// should be a deliberate decision, not a drive-by.
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var d = GameplaySettings.Default;
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Assert.True(d.ToggleRun);
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Assert.False(d.AdvancedCombatUI);
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Assert.True(d.ShowTooltips);
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Assert.True(d.VividTargetingIndicator); // retail default mask includes 0x00008000
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Assert.False(d.SideBySideVitals);
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Assert.True(d.CoordinatesOnRadar); // retail default mask includes 0x00400000
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Assert.True(d.SpellDuration);
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Assert.True(d.AllowGive);
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Assert.True(d.ShowHelm);
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Assert.True(d.ShowCloak);
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Assert.False(d.LockUI);
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Assert.False(d.UseMouseTurning);
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}
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[Fact]
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public void Equality_is_value_based()
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{
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var a = GameplaySettings.Default;
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var b = GameplaySettings.Default with { ToggleRun = false };
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var c = GameplaySettings.Default with { ToggleRun = false };
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Assert.NotEqual(a, b);
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Assert.Equal(b, c);
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}
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[Fact]
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public void With_expression_clones_one_field()
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{
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var d = GameplaySettings.Default with { LockUI = true };
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Assert.True(d.LockUI);
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// Other fields untouched.
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Assert.Equal(GameplaySettings.Default.ToggleRun, d.ToggleRun);
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Assert.Equal(GameplaySettings.Default.ShowHelm, d.ShowHelm);
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}
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}
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