Four issues from the K-fix2 launch (2026-04-26 user report): 1. Can't return from free-fly to player view. CameraController.ToggleFly only swaps Fly↔Orbit, so a user who flew out of player mode landed in orbit (Holtburg) on toggle-back instead of the chase camera. Added ToggleFlyOrChase() helper that prefers Fly→Chase / Chase→Fly when _playerMode is true and a chase camera is available; falls back to the original Fly↔Orbit toggle for offline / pre-login flows. Wired into all three free-fly entry points: keyboard shortcut (Ctrl+Shift+F), Camera menu item, and DebugPanel button. 2. Shift while moving STOPS instead of dropping to walk. Root cause: InputDispatcher.IsChordHeld required _keyboard.CurrentModifiers to match chord.Modifiers EXACTLY. So with W bound as (W, None), holding W and then pressing Shift made CurrentModifiers=Shift mismatch chord (None) → IsActionHeld(MovementForward) returned false → Forward flag dropped → player stopped. Fixed by relaxing IsChordHeld: when chord.Modifiers is None, Shift is allowed to coexist (it's the retail walk-modifier). Other modifiers (Ctrl, Alt, Win) still mismatch strictly so Ctrl+W stays a distinct chord from W. +2 tests pinning the new permissive-Shift / strict-Ctrl semantics. 3. Backwards too slow when running. forwardCmdSpeed for the WalkBackward branch was hardcoded to 1.0; localY was hardcoded to -(WalkAnimSpeed * 0.65). Neither honored input.Run. With Run=true (default), backward now scales by runRate (~2.4×) so X = "run backwards" matches the forward run pace × the 0.65 backward animation cycle ratio. 4. Strafe too slow when running. localX for SideStepLeft / SideStepRight was hardcoded to ±SidestepAnimSpeed regardless of Run. Same fix: when Run is held, scale by runRate so strafe at default speed matches the run-forward pace. Tests: 1220 → 1222 (the two new IsChordHeld tests). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
174 lines
7.3 KiB
C#
174 lines
7.3 KiB
C#
using System.Collections.Generic;
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using AcDream.UI.Abstractions.Input;
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using Silk.NET.Input;
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namespace AcDream.UI.Abstractions.Tests.Input;
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/// <summary>
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/// K.1b: <see cref="InputDispatcher.IsActionHeld"/> per-frame held-key
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/// polling. Movement (WASD/Shift/Space) needs "is W currently held this
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/// frame" — that's IsActionHeld. The dispatcher's <c>Fired</c> events
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/// drive press/release transitions; <c>IsActionHeld</c> drives the
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/// per-frame <c>MovementInput</c> struct.
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/// </summary>
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public class InputDispatcherIsActionHeldTests
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{
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private static (InputDispatcher dispatcher, FakeKeyboardSource kb, FakeMouseSource mouse, KeyBindings bindings)
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Build()
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{
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var kb = new FakeKeyboardSource();
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var mouse = new FakeMouseSource();
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var bindings = new KeyBindings();
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var dispatcher = new InputDispatcher(kb, mouse, bindings);
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return (dispatcher, kb, mouse, bindings);
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}
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[Fact]
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public void IsActionHeld_returns_true_while_bound_key_held()
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{
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.EmitKeyUp(Key.W, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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[Fact]
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public void IsActionHeld_returns_false_when_no_binding_for_action()
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{
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var (dispatcher, kb, _, bindings) = Build();
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// No binding for MovementBackup at all.
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementBackup));
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}
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[Fact]
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public void IsActionHeld_modifier_mismatch_returns_false()
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{
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.A, ModifierMask.Ctrl), InputAction.SelectionExamine));
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// A held without Ctrl — chord doesn't match.
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.SelectionExamine));
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// Now release A and press Ctrl+A.
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kb.EmitKeyUp(Key.A, ModifierMask.None);
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kb.EmitKeyDown(Key.A, ModifierMask.Ctrl);
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Assert.True(dispatcher.IsActionHeld(InputAction.SelectionExamine));
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}
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[Fact]
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public void IsActionHeld_any_of_multiple_bindings_satisfies()
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{
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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bindings.Add(new Binding(new KeyChord(Key.Up, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.Up, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.EmitKeyUp(Key.Up, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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[Fact]
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public void IsActionHeld_works_for_mouse_button_chord()
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{
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var (dispatcher, _, mouse, bindings) = Build();
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var rmb = new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Right), ModifierMask.None, Device: 1);
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bindings.Add(new Binding(rmb, InputAction.AcdreamRmbOrbitHold, ActivationType.Hold));
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Assert.False(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
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mouse.EmitMouseDown(MouseButton.Right, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
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mouse.EmitMouseUp(MouseButton.Right, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
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}
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[Fact]
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public void IsActionHeld_returns_false_for_None_action()
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{
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var (dispatcher, _, _, _) = Build();
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Assert.False(dispatcher.IsActionHeld(InputAction.None));
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}
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[Fact]
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public void IsActionHeld_None_chord_remains_held_when_user_adds_Shift()
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{
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// K-fix3 (2026-04-26): Shift is the walk modifier in retail AC.
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// The user holding W (default = run) and then pressing Shift
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// should drop them to walk speed, NOT stop forward motion. Prior
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// to this fix, IsChordHeld required CurrentModifiers to match
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// chord.Modifiers EXACTLY — so (W, None) failed to match while
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// CurrentModifiers=Shift, and the player stopped on Shift-press.
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// Now: when chord requires no modifiers, Shift is allowed to
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// coexist (other modifiers — Ctrl, Alt, Win — still mismatch).
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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// User now holds Shift while still holding W. CurrentModifiers
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// becomes Shift; W is still physically down.
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kb.CurrentModifiers = ModifierMask.Shift;
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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[Fact]
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public void IsActionHeld_None_chord_does_not_fire_when_user_adds_Ctrl()
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{
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// Counterpart to the Shift test above: Ctrl is NOT a movement
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// modifier, so Ctrl+W should be a different chord. Without an
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// explicit (W, Ctrl) binding the action stays inactive — that's
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// what makes Ctrl+F* / Ctrl+1-9 / etc. distinct from the bare
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// F* / 1-9 chords.
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.CurrentModifiers = ModifierMask.Ctrl;
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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[Fact]
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public void IsActionHeld_does_not_check_WantCaptureMouse()
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{
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// Per-frame held-state lookup is independent of UI capture: even
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// with WantCaptureMouse=true a movement key already held when
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// ImGui took focus continues to read as held until KeyUp. Press
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// events ARE gated (the Press wouldn't fire while UI captures),
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// but IsActionHeld answers the keyboard's underlying "is the
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// physical key down right now" — which the legacy IsKeyPressed
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// also did. The per-frame OnUpdate guard on
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// ImGui.GetIO().WantCaptureKeyboard is what suppresses movement
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// when chat is focused.
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var (dispatcher, kb, mouse, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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mouse.WantCaptureMouse = true;
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mouse.WantCaptureKeyboard = true;
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// Even with both capture flags set, IsActionHeld remains true
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// because W is physically held. The dispatcher only suppresses
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// press transitions.
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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}
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