acdream/tests/AcDream.App.Tests
Erik 81a9d85a1d
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fix(ui): spell-bar drag-reorder works — the per-frame rebuild was destroying the dragged cell (#354)
Everything already existed — the drag payloads, the favorite wire pair
(0x1E3 add-at-position / 0x1E4 remove, byte-confirmed against retail's
Event_AddSpellFavorite @0x006A0F70 and ACE), the insert-shift state
ops. The bug: lifting a favorite fires SpellbookChanged, the next
per-frame Tick rebuilt the bar, the rebuild flushed and recreated
every cell, and UiRoot's subtree-removal safety net canceled the
in-flight drag whose source had just been destroyed — one frame after
every lift, before any drop could land.

The rebuild now defers for the duration of the drag gesture, and the
drop ports retail's own -1-if-lifted-before-target index adjustment
(SpellCastSubMenu::AddFavorite @0x004C7060) so final positions are
byte-identical: insert-shift, not swap; drag-out still deletes (the
lift's removal stands on a missed drop, retail's shape). The
real-pointer-pipeline test fails against the pre-fix code with the
exact cancellation and passes after; a discriminator pins that
physical-item drop handlers reject the spell payload.

AP-172 files the one presentation divergence (mid-drag reflow happens
on release, not continuously) — renumbered from the agent's AP-171
draft, which collided with the same-day double-click row. #354 filed
and closed.

Clean-room complete solution: 11,541 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-08-08 18:28:47 +02:00
..
Audio fix(audio): keep unavailable world slots quiescent 2026-07-24 19:49:25 +02:00
Combat fix(combat): #298 — admit player targets to melee/missile attack and the camera 2026-08-03 21:29:15 +02:00
Composition refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork) 2026-08-07 01:49:13 +02:00
Diagnostics fix(diag): resolve the multisampled backbuffer before reading it 2026-07-28 00:54:59 +02:00
Input refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
Interaction fix(vendor): evidence-based pass — max-first stack ceiling; the local player resolves never-animated MoveTo targets 2026-08-08 17:17:04 +02:00
Net feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement 2026-08-04 16:00:10 +02:00
Physics refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork) 2026-08-07 01:49:13 +02:00
Platform feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure 2026-08-07 10:28:29 +02:00
Runtime fix(streaming): derive the portal reveal window from the live streaming radii (#280) 2026-08-05 23:54:59 +02:00
Settings fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming fix(physics): S2 — static publication emits authored Spheres as Spheres (AP-155 narrowed) 2026-08-07 08:07:02 +02:00
UI fix(ui): spell-bar drag-reorder works — the per-frame rebuild was destroying the dragged cell (#354) 2026-08-08 18:28:47 +02:00
World fix(world): #344 — a mid-teleport world-frame disagreement defers the projection instead of crashing 2026-08-07 10:07:45 +02:00
AcDream.App.Tests.csproj refactor(runtime): own canonical action state 2026-07-26 10:44:09 +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 Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +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
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 feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +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