acdream/tests/AcDream.App.Tests
Erik b236a44279 fix(ui): OP2 rework — dormant UiDatElement subclasses, fixed Panel/CheckboxBitfield64 mechanism
OP2 (df9c7a35) was double-REJECTed: an unconditional Type-8/Type-5 factory
mapping silently re-classed 15 elements across 7 shipped panels (vendor
backdrop lost its fill, character/spellbook roots stopped passing clicks
through, combat gained a phantom import-time tab takeover, ten ListBoxes
gained a spurious hit-testable viewport) because the stale 27 pre-existing
fixtures never exercised the new fields — and the mechanism itself cited a
nonexistent "UIElement_TabControl" class, inverted UiCheckboxBitfield64's
checked-state predicate, and synthesized fake per-row geometry instead of
using the widget's own authored template.

Shape change: UiTabPanel (renamed from UiTabControl) and UiTemplateListBox
now derive from UiDatElement (unsealed) and stay DORMANT by default — an
imported Type-8/Type-5 element gets authored-media drawing, ClickThrough
generic-decoration default, and IUiDatStateful propagation identical to the
pre-OP2 UiDatElement fallback, with zero import-time side effects. The
factory's Type-8/Type-5 arms are unconditional again (no more guard whose
premise the blast-radius sweep proved false), because dormancy makes an
unactivated instance behaviorally indistinguishable from the old fallback.
UiTabPanel.ActivateTabBehavior() and UiTemplateListBox's lazy viewport
creation are the explicit, controller-driven opt-ins Campaign OP slice OP3+
will call; today nothing does, so the four pre-existing shipped Type-8
hosts (character/spellbook/vendor/combat) and ten pre-existing Type-5
ListBoxes keep their pre-OP2 behavior exactly. Filed AD-73 for this
dormant-vs-retail's-unconditional-activation adaptation.

Mechanism fixes (docs/research/2026-08-11-op2-review-mechanism.md):
- UiTabPanel cites UIElement_Panel (Type 8 is UIElement_Panel; no
  UIElement_TabControl exists in the PDB), resolves buttons/pages via a
  GetChildRecursive-equivalent descendant search (not direct-children-only),
  performs no switch when no entry authors 0x32 (deleted the _tabs[0]
  fallback), and surfaces unresolved tab-table entries via UnresolvedEntries
  + a diagnostic line instead of a silent no-op.
- ElementReader.ReadTabTable skips entries missing 0x30/0x31, matching
  retail's SetupTabPageHash @0x0046C2E0 entry filter.
- UiCheckboxBitfield64 now builds every row from its OWN authored template
  (property 0x64 -> {0x2100002B, 0x10000521}) via AddItemFromTemplateList,
  deleting the synthesized ElementInfo + invented RowHeight=14 — matching
  retail's CreateChildren @0x00485DF0, which is itself a UIElement_ListBox
  call. IsSet is now retail's ANY-bit-set predicate (Refresh @0x004859C0),
  not all-bits-set. TS-72 retired: the click-toggle bit math is now fully
  decomp-confirmed (SetBitsOnOrOff via ListenToElementMessage @0x00485AE0).

Regenerated all 32 UI fixtures against real DAT (ACDREAM_REGENERATE_UI_FIXTURES=1)
and committed them — 27 pre-existing fixtures now carry Outline/OutlineColor/
TabTable/TemplateList/ScrollbarElementId; the 5 Options fixtures were already
current. Updated EffectsUiControllerTests' now-correct UiTemplateListBox
class-identity assertion. Added: 6 built-widget behavior pins for all five
pre-existing Type-8 elements + a representative Type-5 element the dormancy
model protects (OP2ReworkBlastRadiusConformanceTests.cs); 5 reader-level
tests driving ReadTabTable/ReadTemplateList/the 0x72 reader from raw
property bags (ElementReaderTests.cs); a multi-bit-mask UiCheckboxBitfield64
test proving the any-bit predicate (the prior single-bit test couldn't
distinguish it from all-bits); an activation-idempotency test and a
before-activation click-is-inert test for UiTabPanel.

Full Release suite: 12,868 passed / 4 skipped / 0 failed (baseline 12,853/4/0
post-OP1-fixes; +15 net new tests, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 01:08:08 +02:00
..
Audio feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +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 feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder 2026-08-10 23:31:34 +02:00
Diagnostics fix(diag): resolve the multisampled backbuffer before reading it 2026-07-28 00:54:59 +02:00
Input feat(chat): Campaign CH slice CH6b — floating chat windows 1-4 2026-08-10 12:10:20 +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 fix(runtime,net): OP1 review fixes — server-seed gate, tick-wired auto-save/logout flush, fellowship mutual exclusion 2026-08-11 00:39:51 +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 feat(audio): Campaign A slice A3 — the server sound channel (0xF750) 2026-08-08 22:07:23 +02:00
Runtime feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder 2026-08-10 23:31:34 +02:00
Settings fix(chat): CH6c review fixes — opaque default, opacity-transition register clauses 2026-08-10 14:48:39 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming fix(audio): portal cues fire on the sequencer's sound events, not the tunnel visuals 2026-08-09 08:22:48 +02:00
UI fix(ui): OP2 rework — dormant UiDatElement subclasses, fixed Panel/CheckboxBitfield64 mechanism 2026-08-11 01:08:08 +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