acdream/tests/AcDream.App.Tests/UI/Layout/CombatUiControllerTests.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

225 lines
8.9 KiB
C#

using AcDream.App.Combat;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Combat;
using AcDream.Core.Net.Messages;
namespace AcDream.App.Tests.UI.Layout;
public sealed class CombatUiControllerTests
{
private static (uint, int, int) NoTex(uint _) => (0u, 0, 0);
/// <summary>
/// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2): the three
/// combat LEDs now read/write through the SAME server-bit seam the
/// Character tab's rows use — this fake is the test-local stand-in for
/// the production RuntimeCharacterOptionsState-backed binding.
/// </summary>
private sealed class FakeOptionBindings
{
public Dictionary<CharacterOptionId, bool> Values { get; } = new();
public CombatUiController.Bindings ToBindings() => new(
CurrentValue: id => Values.TryGetValue(id, out bool v) && v,
SetOption: (id, value) => Values[id] = value);
}
[Fact]
public void CombatMode_ShowsPhysicalAndMagicPages_AndSelectsMediumByDefault()
{
double now = 0d;
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => now, []);
var (layout, basic, spellcasting, power, high, medium, low) = BuildLayout();
var visibility = new List<bool>();
var options = new FakeOptionBindings();
using var controller = CombatUiController.Bind(
layout, combat, attacks, options.ToBindings(),
Labels, visibility.Add)!;
controller.SyncVisibility();
combat.SetCombatMode(CombatMode.Melee);
combat.SetCombatMode(CombatMode.Magic);
Assert.Equal([false, true, true], visibility);
Assert.False(basic.Visible);
Assert.True(spellcasting.Visible);
Assert.False(high.Selected);
Assert.True(medium.Selected);
Assert.False(low.Selected);
Assert.Equal(RuntimeCombatAttackState.InitialDesiredPower, power.ScalarPosition);
}
[Fact]
public void AuthoredHeightButton_PressChargesAndReleaseSendsThroughSharedController()
{
double now = 4d;
var sent = new List<(AttackHeight Height, float Power)>();
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => now, sent);
var (layout, basic, advanced, power, high, _, _) = BuildLayout();
var options = new FakeOptionBindings();
using var controller = CombatUiController.Bind(
layout, combat, attacks, options.ToBindings(),
Labels, _ => { })!;
combat.SetCombatMode(CombatMode.Melee);
high.OnEvent(new UiEvent(0, high, UiEventType.MouseDown, Data1: 2, Data2: 2));
now = 4.5d;
Assert.Equal(0.5f, power.ScalarFill()!.Value, 3);
high.OnEvent(new UiEvent(0, high, UiEventType.MouseUp, Data1: 2, Data2: 2));
var attack = Assert.Single(sent);
Assert.Equal(AttackHeight.High, attack.Height);
Assert.Equal(0.5f, attack.Power, 3);
Assert.True(basic.Visible);
Assert.False(advanced.Visible);
}
[Fact]
public void AuthoredOptionCheckbox_TogglesPersistedGameplayValue()
{
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => 0d, []);
var (layout, _, _, _, _, _, _) = BuildLayout();
var options = new FakeOptionBindings();
options.Values[CharacterOptionId.AutoTarget] = true;
using var controller = CombatUiController.Bind(
layout, combat, attacks, options.ToBindings(),
Labels, _ => { })!;
var autoTarget = Assert.IsType<UiButton>(layout.FindElement(CombatUiController.AutoTargetId));
autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.MouseDown, Data1: 3, Data2: 3));
autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.MouseUp, Data1: 3, Data2: 3));
autoTarget.OnEvent(new UiEvent(0, autoTarget, UiEventType.Click, Data1: 3, Data2: 3));
Assert.False(options.Values[CharacterOptionId.AutoTarget]);
}
[Fact]
public void AuthoredPowerLabels_KeepGrayTrackAtSides_AndUseRetailAlignment()
{
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => 0d, []);
var (layout, _, _, power, _, _, _) = BuildLayout();
var options = new FakeOptionBindings();
using var controller = CombatUiController.Bind(
layout, combat, attacks, options.ToBindings(),
Labels, _ => { })!;
var speed = Assert.IsType<UiText>(layout.FindElement(CombatUiController.SpeedLabelId));
var powerLabel = Assert.IsType<UiText>(layout.FindElement(CombatUiController.PowerLabelId));
Assert.False(speed.Centered);
Assert.False(speed.RightAligned);
Assert.False(powerLabel.Centered);
Assert.True(powerLabel.RightAligned);
}
[Fact]
public void ImportedFixture_ReflowUpdatesCenteredDarkRange()
{
ElementInfo info = FixtureLoader.LoadCombatInfos();
ImportedLayout layout = LayoutImporter.Build(info, NoTex, datFont: null);
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => 0d, []);
var options = new FakeOptionBindings();
using var controller = CombatUiController.Bind(
layout, combat, attacks, options.ToBindings(),
Labels, _ => { })!;
ApplyAnchors(layout.Root);
var power = Assert.IsType<UiScrollbar>(
layout.FindElement(CombatUiController.PowerControlId));
Assert.Equal((50f, 407f), power.ScalarRangeRect());
}
private static readonly CombatUiLabels Labels = new(
"Speed", "Power", "Repeat Attacks", "Auto Target", "Keep in View",
"High", "Medium", "Low");
private static RuntimeCombatAttackState CreateAttacks(
CombatState combat,
Func<double> now,
List<(AttackHeight Height, float Power)> sent)
=> new(
combat,
() => true,
(height, power) =>
{
sent.Add((height, power));
return true;
},
autoRepeatAttack: () => false,
now: now);
private static (
ImportedLayout Layout,
UiElement Basic,
UiElement Advanced,
UiScrollbar Power,
UiButton High,
UiButton Medium,
UiButton Low) BuildLayout()
{
var root = new UiPanel { Width = 610, Height = 90 };
var basic = new UiPanel();
var advanced = new UiPanel();
var power = new UiScrollbar
{
Left = 13,
Top = 14,
Width = 507,
Height = 14,
Horizontal = true,
};
var speedLabel = new UiText { Left = 17, Top = 14, Width = 100, Height = 15 };
var powerLabel = new UiText { Left = 416, Top = 14, Width = 100, Height = 15 };
UiButton Button(uint id) => new(
new ElementInfo { Id = id, Type = 1, Width = 72, Height = 19 }, NoTex)
{
Width = 72,
Height = 19,
};
UiButton ToggleButton(uint id)
{
var info = new ElementInfo { Id = id, Type = 0x10000035u, Width = 100, Height = 14 };
var state = new UiStateInfo { Id = UiStateInfo.DirectStateId };
state.Properties.Values[0x0Bu] = new UiPropertyValue
{ Kind = UiPropertyKind.Bool, BoolValue = true };
info.States[UiStateInfo.DirectStateId] = state;
return new UiButton(info, NoTex) { Width = 100, Height = 14 };
}
var high = Button(CombatUiController.HighButtonId);
var medium = Button(CombatUiController.MediumButtonId);
var low = Button(CombatUiController.LowButtonId);
var repeat = ToggleButton(CombatUiController.RepeatAttacksId);
var autoTarget = ToggleButton(CombatUiController.AutoTargetId);
var keepInView = ToggleButton(CombatUiController.KeepInViewId);
var byId = new Dictionary<uint, UiElement>
{
[CombatUiController.BasicPanelId] = basic,
[CombatUiController.AdvancedPanelId] = advanced,
[CombatUiController.PowerControlId] = power,
[CombatUiController.SpeedLabelId] = speedLabel,
[CombatUiController.PowerLabelId] = powerLabel,
[CombatUiController.HighButtonId] = high,
[CombatUiController.MediumButtonId] = medium,
[CombatUiController.LowButtonId] = low,
[CombatUiController.RepeatAttacksId] = repeat,
[CombatUiController.AutoTargetId] = autoTarget,
[CombatUiController.KeepInViewId] = keepInView,
};
return (new ImportedLayout(root, byId), basic, advanced, power, high, medium, low);
}
private static void ApplyAnchors(UiElement parent)
{
foreach (UiElement child in parent.Children)
{
child.ApplyAnchor(parent.Width, parent.Height);
ApplyAnchors(child);
}
}
}