Phase L.0 (final) — last tab on the Settings shell. Per-toon preferences keyed by toon name in settings.json under character[<toonName>]. With this commit the L.0 build order finishes and every approved tab is implemented. CharacterSettings record (4 fields): · DefaultChatChannel (string — Local / Allegiance / Fellowship / etc) · AutoAttack (bool — continue swinging until target dies) · ConfirmSalvage (bool — prompt before salvaging valuable items) · ShowPickupMessages (bool — pickup lines in chat) AvailableChannels static list exposes the 7 retail-routing targets for the dropdown. SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey) using JsonNode/JsonObject for the nested-toon write — the existing SaveSection raw-text-preservation pattern handles top-level keys but doesn't fit the nested per-toon mutation. The character map preserves every other toon's settings on save, and other top-level sections (display / audio / gameplay / chat) are preserved too. SettingsVM grows the parallel character state machine. The host owns the toonKey (currently hard-coded to "default" in GameWindow because we don't have a current-character source plumbed yet) — the VM just edits whatever bag the host loaded. SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder — a Combo for default chat channel + 3 Checkboxes for AutoAttack / ConfirmSalvage / ShowPickupMessages. The RenderPlaceholder helper is now removed (no callers); the old "Placeholder_tabs_render_coming_soon_text_when_active" test is replaced by an "all six tabs are implemented" guard test that fails if any future commit adds a placeholder back. GameWindow loads/saves character settings under toonKey "default" with a TODO comment to swap in the real toon name once CharacterList plumbing exposes a currentCharacter source. 18 new tests: · CharacterSettings record (4) — defaults pinned, AvailableChannels list shape, value equality, with-expressions · SettingsStore character (6) — missing-file / toon-not-in-file → defaults, round-trip, multi-toon preservation, preserves other top-level sections, all five sections coexist · SettingsVM character (5) — initial draft, SetCharacter marks dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults covers · SettingsPanel character tab (3 net, after removing the placeholder test) — combo+checkboxes render only when active, channel combo uses AvailableChannels, all six tabs are now non-placeholder Phase L.0 final tally: · 5 commits on feature/settings-retail (shell + 5 tabs) · 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character · 5 settings sections in settings.json (display/audio/gameplay/chat/character), coexisting non-destructively + a sixth file (keybinds.json) on the side. dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green (243 Core.Net + 391 UI.Abstractions + 673 Core). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
370 lines
13 KiB
C#
370 lines
13 KiB
C#
using System.IO;
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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="SettingsStore"/> reads / writes <c>settings.json</c>.
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/// Tests use a temp-file path so they don't touch the user's
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/// %LOCALAPPDATA% file.
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/// </summary>
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public sealed class SettingsStoreTests : System.IDisposable
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{
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private readonly string _tempPath;
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public SettingsStoreTests()
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{
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// Unique per-test file under the system temp dir so parallel test
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// runners don't clobber each other.
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_tempPath = Path.Combine(
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Path.GetTempPath(),
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$"acdream-settings-test-{System.Guid.NewGuid():N}.json");
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}
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public void Dispose()
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{
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if (File.Exists(_tempPath)) File.Delete(_tempPath);
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}
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[Fact]
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public void LoadDisplay_returns_defaults_when_file_is_missing()
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{
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var store = new SettingsStore(_tempPath);
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var loaded = store.LoadDisplay();
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Assert.Equal(DisplaySettings.Default, loaded);
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}
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[Fact]
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public void SaveDisplay_then_LoadDisplay_round_trips_all_fields()
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{
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var store = new SettingsStore(_tempPath);
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var original = new DisplaySettings(
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Resolution: "2560x1440",
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Fullscreen: true,
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VSync: false,
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FieldOfView: 100f,
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Gamma: 1.4f,
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ShowFps: true);
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store.SaveDisplay(original);
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var loaded = store.LoadDisplay();
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Assert.Equal(original, loaded);
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}
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[Fact]
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public void LoadDisplay_falls_back_to_defaults_when_file_is_corrupt()
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{
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File.WriteAllText(_tempPath, "{ this is not valid json");
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var store = new SettingsStore(_tempPath);
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var loaded = store.LoadDisplay();
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Assert.Equal(DisplaySettings.Default, loaded);
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}
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[Fact]
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public void LoadDisplay_falls_back_per_field_when_keys_missing()
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{
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// Partial file — only resolution set; everything else should
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// pick up DisplaySettings.Default values.
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File.WriteAllText(_tempPath, """
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{
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"version": 1,
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"display": { "resolution": "1366x768" }
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}
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""");
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var store = new SettingsStore(_tempPath);
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var loaded = store.LoadDisplay();
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Assert.Equal("1366x768", loaded.Resolution);
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Assert.Equal(DisplaySettings.Default.Fullscreen, loaded.Fullscreen);
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Assert.Equal(DisplaySettings.Default.VSync, loaded.VSync);
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Assert.Equal(DisplaySettings.Default.FieldOfView, loaded.FieldOfView);
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}
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[Fact]
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public void SaveDisplay_preserves_unknown_top_level_keys()
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{
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// Forward-compat: a newer client may have written sections we
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// don't know about (audio, gameplay). Saving display must not
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// delete those, otherwise running an older client would silently
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// drop the user's other-tab preferences.
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File.WriteAllText(_tempPath, """
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{
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"version": 1,
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"display": { "resolution": "1280x720" },
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"audio": { "master": 0.5, "music": 0.7 }
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}
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""");
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "1920x1080" });
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var raw = File.ReadAllText(_tempPath);
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Assert.Contains("\"audio\"", raw);
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Assert.Contains("\"master\"", raw);
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Assert.Contains("0.5", raw);
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// And the new display value did get written.
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Assert.Contains("1920x1080", raw);
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}
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[Fact]
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public void DefaultPath_is_under_LocalAppData_acdream()
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{
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var path = SettingsStore.DefaultPath();
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Assert.EndsWith("acdream" + Path.DirectorySeparatorChar + "settings.json", path);
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}
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// -- Audio section round-trip ----------------------------------------
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[Fact]
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public void LoadAudio_returns_defaults_when_file_is_missing()
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{
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var store = new SettingsStore(_tempPath);
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Assert.Equal(AudioSettings.Default, store.LoadAudio());
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}
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[Fact]
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public void SaveAudio_then_LoadAudio_round_trips_all_fields()
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{
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var store = new SettingsStore(_tempPath);
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var original = new AudioSettings(Master: 0.3f, Music: 0.45f, Sfx: 0.9f, Ambient: 0.6f);
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store.SaveAudio(original);
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var loaded = store.LoadAudio();
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Assert.Equal(original, loaded);
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}
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[Fact]
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public void LoadAudio_falls_back_per_field_when_keys_missing()
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{
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File.WriteAllText(_tempPath, """
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{
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"version": 1,
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"audio": { "master": 0.25 }
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}
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""");
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var store = new SettingsStore(_tempPath);
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var loaded = store.LoadAudio();
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Assert.Equal(0.25f, loaded.Master);
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Assert.Equal(AudioSettings.Default.Music, loaded.Music);
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Assert.Equal(AudioSettings.Default.Sfx, loaded.Sfx);
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Assert.Equal(AudioSettings.Default.Ambient, loaded.Ambient);
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}
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[Fact]
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public void SaveAudio_preserves_display_section()
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{
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// Save display first, then audio — display values must survive.
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.4f });
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.4f, store.LoadAudio().Master);
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}
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[Fact]
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public void SaveDisplay_after_SaveAudio_preserves_audio_section()
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{
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// Reverse order — audio must survive a subsequent display save.
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var store = new SettingsStore(_tempPath);
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store.SaveAudio(AudioSettings.Default with { Music = 0.1f });
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store.SaveDisplay(DisplaySettings.Default with { ShowFps = true });
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Assert.Equal(0.1f, store.LoadAudio().Music);
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Assert.True(store.LoadDisplay().ShowFps);
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}
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// -- Gameplay section round-trip --------------------------------------
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[Fact]
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public void LoadGameplay_returns_defaults_when_file_is_missing()
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{
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var store = new SettingsStore(_tempPath);
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Assert.Equal(GameplaySettings.Default, store.LoadGameplay());
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}
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[Fact]
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public void SaveGameplay_then_LoadGameplay_round_trips_all_fields()
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{
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var store = new SettingsStore(_tempPath);
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var original = GameplaySettings.Default with
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{
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AutoTarget = false,
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AdvancedCombatUI = true,
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ShowHelm = false,
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LockUI = true,
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UseMouseTurning = true,
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};
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store.SaveGameplay(original);
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var loaded = store.LoadGameplay();
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Assert.Equal(original, loaded);
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}
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[Fact]
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public void LoadGameplay_falls_back_per_field_when_keys_missing()
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{
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File.WriteAllText(_tempPath, """
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{
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"version": 1,
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"gameplay": { "lockUI": true }
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}
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""");
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var store = new SettingsStore(_tempPath);
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var loaded = store.LoadGameplay();
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Assert.True(loaded.LockUI);
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Assert.Equal(GameplaySettings.Default.AutoTarget, loaded.AutoTarget);
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Assert.Equal(GameplaySettings.Default.ShowHelm, loaded.ShowHelm);
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}
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[Fact]
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public void All_three_sections_coexist_in_one_settings_json()
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{
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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// All three load correctly from the same file.
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.5f, store.LoadAudio().Master);
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Assert.True(store.LoadGameplay().LockUI);
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}
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// -- Chat section round-trip ------------------------------------------
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[Fact]
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public void LoadChat_returns_defaults_when_file_is_missing()
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{
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var store = new SettingsStore(_tempPath);
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Assert.Equal(ChatSettings.Default, store.LoadChat());
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}
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[Fact]
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public void SaveChat_then_LoadChat_round_trips_all_fields()
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{
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var store = new SettingsStore(_tempPath);
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var original = new ChatSettings(
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HearGeneralChat: false,
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HearTradeChat: false,
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HearLFGChat: false,
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HearRoleplayChat: true,
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HearSocietyChat: true,
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AppearOffline: true,
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ShowTimestamps: false,
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FilterProfanity: false,
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FontSize: 16f);
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store.SaveChat(original);
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Assert.Equal(original, store.LoadChat());
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}
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[Fact]
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public void All_four_sections_coexist_in_one_settings_json()
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{
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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store.SaveChat(ChatSettings.Default with { HearTradeChat = false, FontSize = 14f });
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.5f, store.LoadAudio().Master);
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Assert.True(store.LoadGameplay().LockUI);
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Assert.False(store.LoadChat().HearTradeChat);
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Assert.Equal(14f, store.LoadChat().FontSize);
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}
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// -- Character section round-trip (per-toon) --------------------------
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[Fact]
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public void LoadCharacter_returns_defaults_when_file_is_missing()
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{
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var store = new SettingsStore(_tempPath);
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Assert.Equal(CharacterSettings.Default, store.LoadCharacter("default"));
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}
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[Fact]
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public void LoadCharacter_returns_defaults_when_toonKey_not_in_file()
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{
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// File exists with a different toon's data; asking for "+Acdream"
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// returns defaults rather than the other toon's data.
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var store = new SettingsStore(_tempPath);
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store.SaveCharacter("Bob", CharacterSettings.Default with { AutoAttack = true });
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var loaded = store.LoadCharacter("+Acdream");
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Assert.Equal(CharacterSettings.Default, loaded);
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}
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[Fact]
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public void SaveCharacter_then_LoadCharacter_round_trips_all_fields()
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{
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var store = new SettingsStore(_tempPath);
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var original = new CharacterSettings(
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DefaultChatChannel: "Allegiance",
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AutoAttack: true,
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ConfirmSalvage: false,
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ShowPickupMessages: false);
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store.SaveCharacter("+Acdream", original);
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Assert.Equal(original, store.LoadCharacter("+Acdream"));
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}
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[Fact]
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public void SaveCharacter_preserves_other_toons_within_character_section()
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{
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// Two different toons, each with distinct settings — saving one
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// must not clobber the other.
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var store = new SettingsStore(_tempPath);
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var alice = CharacterSettings.Default with { DefaultChatChannel = "Allegiance" };
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var bob = CharacterSettings.Default with { DefaultChatChannel = "Fellowship", AutoAttack = true };
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store.SaveCharacter("Alice", alice);
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store.SaveCharacter("Bob", bob);
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Assert.Equal(alice, store.LoadCharacter("Alice"));
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Assert.Equal(bob, store.LoadCharacter("Bob"));
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}
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[Fact]
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public void SaveCharacter_preserves_other_top_level_sections()
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{
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// Display/audio survive when SaveCharacter writes its nested map.
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.4f });
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store.SaveCharacter("+Acdream", CharacterSettings.Default with { AutoAttack = true });
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.4f, store.LoadAudio().Master);
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Assert.True(store.LoadCharacter("+Acdream").AutoAttack);
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}
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[Fact]
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public void All_five_sections_coexist_in_one_settings_json()
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{
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var store = new SettingsStore(_tempPath);
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store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
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store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
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store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
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store.SaveChat(ChatSettings.Default with { HearTradeChat = false });
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store.SaveCharacter("+Acdream",
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CharacterSettings.Default with { DefaultChatChannel = "Fellowship" });
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Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
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Assert.Equal(0.5f, store.LoadAudio().Master);
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Assert.True(store.LoadGameplay().LockUI);
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Assert.False(store.LoadChat().HearTradeChat);
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Assert.Equal("Fellowship", store.LoadCharacter("+Acdream").DefaultChatChannel);
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}
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}
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