acdream/tests/AcDream.App.Tests/Input/DispatcherMovementInputSourceTests.cs
Erik bc43fb1d1d fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
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>
2026-08-11 05:30:26 +02:00

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using AcDream.App.Input;
using AcDream.UI.Abstractions.Input;
using Silk.NET.Input;
namespace AcDream.App.Tests.Input;
public sealed class DispatcherMovementInputSourceTests
{
[Fact]
public void UnboundSourceCapturesNeutralInput()
{
var source = CreateSource();
Assert.Equal(default, source.Capture());
}
[Fact]
public void CapturesDispatcherHeldStateAndRetailWalkModifier()
{
var (dispatcher, _, _) = CreateDispatcher();
var source = CreateSource();
source.Bind(dispatcher);
Assert.True(dispatcher.TrySetAutomationActionHeld(
InputAction.MovementForward,
held: true));
Assert.True(dispatcher.TrySetAutomationActionHeld(
InputAction.MovementWalkMode,
held: true));
MovementInput captured = source.Capture();
Assert.True(captured.Forward);
Assert.False(captured.Run);
}
[Fact]
public void RetainedKeyboardCaptureSilencesHeldKeysButDoesNotCancelAutorun()
{
var (dispatcher, _, mouse) = CreateDispatcher();
var source = CreateSource();
source.Bind(dispatcher);
dispatcher.TrySetAutomationActionHeld(InputAction.MovementForward, held: true);
Assert.True(source.HandlePressedAction(InputAction.MovementRunLock));
mouse.WantCaptureKeyboard = true;
MovementInput captured = source.Capture();
Assert.True(captured.Forward);
Assert.True(source.AutoRunActive);
source.HandlePressedAction(InputAction.MovementRunLock);
captured = source.Capture();
Assert.False(captured.Forward);
}
[Fact]
public void DevToolsKeyboardCapturePausesAutorunWithoutClearingItsLatch()
{
var capture = new FakeCapture();
var (dispatcher, _, _) = CreateDispatcher();
var source = CreateSource(capture);
source.Bind(dispatcher);
source.HandlePressedAction(InputAction.MovementRunLock);
capture.DevToolsWantCaptureKeyboard = true;
Assert.Equal(default, source.Capture());
Assert.True(source.AutoRunActive);
capture.DevToolsWantCaptureKeyboard = false;
Assert.True(source.Capture().Forward);
}
[Theory]
[InlineData(InputAction.MovementBackup)]
[InlineData(InputAction.MovementStop)]
[InlineData(InputAction.MovementStrafeLeft)]
[InlineData(InputAction.MovementStrafeRight)]
public void RetailCancelActionsClearAutorun(InputAction action)
{
var source = CreateSource();
source.HandlePressedAction(InputAction.MovementRunLock);
Assert.False(source.HandlePressedAction(action));
Assert.False(source.AutoRunActive);
}
[Fact]
public void ForwardCancelsAutorun_AndResetClearsIt()
{
// Movement parity audit 2026-07-30 — retail
// CommandInterpreter::HandleNewForwardMovement (0x006b3d60) is
// literally `SetAutoRun(0, 1)`: EVERY fresh forward press disables
// autorun and hands control back to the key. The previous pin
// ("ForwardDoesNotCancelAutorun") codified the divergence.
var source = CreateSource();
source.HandlePressedAction(InputAction.MovementRunLock);
Assert.True(source.AutoRunActive);
source.HandlePressedAction(InputAction.MovementForward);
Assert.False(source.AutoRunActive);
source.HandlePressedAction(InputAction.MovementRunLock);
Assert.True(source.AutoRunActive);
source.ResetSession();
Assert.False(source.AutoRunActive);
}
// ── S6 (OP4 review-fix round blast, 2026-08-11): the option × modifier
// truth table for Run — previously pinned only at option-unbound
// (⇒ true) + walk-held. ──────────────────────────────────────────
[Theory]
[InlineData(true, false, true)] // run-by-default, no walk modifier -> runs
[InlineData(true, true, false)] // run-by-default, walk modifier held -> walks
[InlineData(false, false, false)] // walk-by-default, no modifier -> walks
[InlineData(false, true, true)] // walk-by-default, modifier held -> runs
public void Capture_RunReflectsOptionXorWalkModifier(
bool runAsDefault, bool walkModifierHeld, bool expectedRun)
{
var (dispatcher, _, _) = CreateDispatcher();
var movement = new RuntimeLocalPlayerMovementState
{
RunAsDefaultMovementSource = () => runAsDefault,
};
var source = new DispatcherMovementInputSource(movement);
source.Bind(dispatcher);
dispatcher.TrySetAutomationActionHeld(InputAction.MovementForward, held: true);
if (walkModifierHeld)
dispatcher.TrySetAutomationActionHeld(InputAction.MovementWalkMode, held: true);
MovementInput captured = source.Capture();
Assert.Equal(expectedRun, captured.Run);
}
[Fact]
public void Capture_AutoRunActive_ForcesRun_EvenWhenOptionIsOff()
{
// The `|| AutoRunActive` clause predates OP4 but was unobservable
// while the default was hardcoded true. Pinned as a
// CURRENT-BEHAVIOR test (not a retail-correctness claim — see
// mechanism review N6, which flags this as a possibly-divergent
// "|| AutoRunActive" that retail's SetAutoRun does not force) so a
// future change to this clause is deliberate, not accidental.
var (dispatcher, _, _) = CreateDispatcher();
var movement = new RuntimeLocalPlayerMovementState
{
RunAsDefaultMovementSource = () => false,
};
var source = new DispatcherMovementInputSource(movement);
source.Bind(dispatcher);
source.HandlePressedAction(InputAction.MovementRunLock); // arm autorun
Assert.True(source.AutoRunActive);
MovementInput captured = source.Capture();
Assert.True(captured.Run);
}
[Fact]
public void BindingIsIdempotentOnlyForTheSameDispatcher()
{
var source = CreateSource();
var (first, _, _) = CreateDispatcher();
var (second, _, _) = CreateDispatcher();
source.Bind(first);
source.Bind(first);
Assert.Throws<InvalidOperationException>(() => source.Bind(second));
}
[Fact]
public void UnbindRequiresExactDispatcherAndRestoresNeutralCapture()
{
var source = CreateSource();
var (first, _, _) = CreateDispatcher();
var (other, _, _) = CreateDispatcher();
source.Bind(first);
first.TrySetAutomationActionHeld(InputAction.MovementForward, held: true);
source.Unbind(other);
Assert.True(source.Capture().Forward);
source.Unbind(first);
Assert.False(source.IsAvailable);
Assert.Equal(default, source.Capture());
}
private static (InputDispatcher Dispatcher, FakeKeyboard Keyboard, FakeMouse Mouse)
CreateDispatcher()
{
var keyboard = new FakeKeyboard();
var mouse = new FakeMouse();
var dispatcher = InputDispatcher.CreateDetached(
keyboard,
mouse,
new KeyBindings());
dispatcher.Attach();
return (dispatcher, keyboard, mouse);
}
private static DispatcherMovementInputSource CreateSource(
IInputCaptureSource? capture = null) =>
new(new RuntimeLocalPlayerMovementState(), capture);
private sealed class FakeKeyboard : IKeyboardSource
{
#pragma warning disable CS0067
public event Action<Key, ModifierMask>? KeyDown;
public event Action<Key, ModifierMask>? KeyUp;
#pragma warning restore CS0067
public bool IsHeld(Key key) => false;
public ModifierMask CurrentModifiers => ModifierMask.None;
}
private sealed class FakeMouse : IMouseSource
{
#pragma warning disable CS0067
public event Action<MouseButton, ModifierMask>? MouseDown;
public event Action<MouseButton, ModifierMask>? MouseUp;
public event Action<float, float>? MouseMove;
public event Action<float>? Scroll;
#pragma warning restore CS0067
public bool WantCaptureKeyboard { get; set; }
public bool WantCaptureMouse { get; set; }
public bool IsHeld(MouseButton button) => false;
}
private sealed class FakeCapture : IInputCaptureSource
{
public bool WantCaptureMouse { get; set; }
public bool WantCaptureKeyboard { get; set; }
public bool DevToolsWantCaptureKeyboard { get; set; }
}
}