acdream/tests/AcDream.UI.Abstractions.Tests/Panels/Settings/SettingsStoreTests.cs
Erik b7165e5b17 feat(ui): Gameplay tab — 14 retail CharacterOption-derived toggles
Phase L.0 (cont.) — third tab on the Settings shell, in the Easy-wins
build order. Subset of retail's CharacterOption + CharacterOptions2
bitfield flags ported as bools (see acclient.h:3404+ enum). Local-
only this phase per the brainstorm — server sync deferred to a
later phase that will marshal the draft into the retail
CharacterOption packet.

GameplaySettings record exposes 14 named flags grouped by usage:

 · Combat: AutoTarget, AutoRepeatAttack, ToggleRun, AdvancedCombatUI,
   VividTargetingIndicator
 · Display: ShowTooltips, SideBySideVitals, CoordinatesOnRadar,
   SpellDuration, ShowHelm, ShowCloak
 · Interface: AllowGive, LockUI, UseMouseTurning

Retail names + bit values are documented in field-level comments so
the future server-sync phase has a 1:1 mapping. Defaults are
typical-user starting points (NOT bit-exact to retail's
0x50C4A54A / 0x948700 masks); class-level remarks call out that
defaults will be re-anchored to retail values once the wire-format
is the load-bearing source.

SettingsStore grows LoadGameplay / SaveGameplay using the existing
SaveSection generic helper (added in the audio commit). All three
non-keybind sections (display, audio, gameplay) now coexist in
settings.json with non-destructive cross-section saves — verified
by a new "all three sections coexist" round-trip test.

SettingsVM grows the parallel gameplay state machine
(gameplayPersisted / gameplayDraft / SetGameplay / onSaveGameplay).
HasUnsavedChanges, Save, Cancel, ResetAllToDefaults all cover
gameplay too. Constructor signature adds two more params; existing
call sites (App startup + tests) updated.

SettingsPanel.RenderGameplayTab replaces the L.0-shell placeholder —
14 Checkbox calls grouped under three Text+Separator headers, plus
a footer note explaining the local-only-this-phase scope. The
"Coming soon" placeholder test was retargeted from "Gameplay" to
"Chat" since Gameplay is no longer a placeholder.

GameWindow construction site loads gameplay on startup + writes via
the SettingsStore on Save. Server-sync packet wiring is left as a
TODO comment in the onSaveGameplay callback (next phase, after the
protocol round-trip is in place).

14 new tests:
 · GameplaySettings record (3) — defaults pinned, value equality,
   with-expressions
 · SettingsStore gameplay (4) — missing-file → defaults, round-trip,
   partial-file fallback, all-three-sections coexist
 · SettingsVM gameplay (5) — initial draft, SetGameplay marks dirty,
   Save invokes callback, Cancel reverts, ResetAllToDefaults covers
 · SettingsPanel gameplay tab (2) — 8 spot-checked Checkboxes render
   only when active

dotnet build green (0 warnings); dotnet test 1,276 / 1,276 green
(243 Core.Net + 360 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 18:05:07 +02:00

243 lines
7.7 KiB
C#

using System.IO;
using AcDream.UI.Abstractions.Panels.Settings;
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
/// <summary>
/// L.0: <see cref="SettingsStore"/> reads / writes <c>settings.json</c>.
/// Tests use a temp-file path so they don't touch the user's
/// %LOCALAPPDATA% file.
/// </summary>
public sealed class SettingsStoreTests : System.IDisposable
{
private readonly string _tempPath;
public SettingsStoreTests()
{
// Unique per-test file under the system temp dir so parallel test
// runners don't clobber each other.
_tempPath = Path.Combine(
Path.GetTempPath(),
$"acdream-settings-test-{System.Guid.NewGuid():N}.json");
}
public void Dispose()
{
if (File.Exists(_tempPath)) File.Delete(_tempPath);
}
[Fact]
public void LoadDisplay_returns_defaults_when_file_is_missing()
{
var store = new SettingsStore(_tempPath);
var loaded = store.LoadDisplay();
Assert.Equal(DisplaySettings.Default, loaded);
}
[Fact]
public void SaveDisplay_then_LoadDisplay_round_trips_all_fields()
{
var store = new SettingsStore(_tempPath);
var original = new DisplaySettings(
Resolution: "2560x1440",
Fullscreen: true,
VSync: false,
FieldOfView: 100f,
Gamma: 1.4f,
ShowFps: true);
store.SaveDisplay(original);
var loaded = store.LoadDisplay();
Assert.Equal(original, loaded);
}
[Fact]
public void LoadDisplay_falls_back_to_defaults_when_file_is_corrupt()
{
File.WriteAllText(_tempPath, "{ this is not valid json");
var store = new SettingsStore(_tempPath);
var loaded = store.LoadDisplay();
Assert.Equal(DisplaySettings.Default, loaded);
}
[Fact]
public void LoadDisplay_falls_back_per_field_when_keys_missing()
{
// Partial file — only resolution set; everything else should
// pick up DisplaySettings.Default values.
File.WriteAllText(_tempPath, """
{
"version": 1,
"display": { "resolution": "1366x768" }
}
""");
var store = new SettingsStore(_tempPath);
var loaded = store.LoadDisplay();
Assert.Equal("1366x768", loaded.Resolution);
Assert.Equal(DisplaySettings.Default.Fullscreen, loaded.Fullscreen);
Assert.Equal(DisplaySettings.Default.VSync, loaded.VSync);
Assert.Equal(DisplaySettings.Default.FieldOfView, loaded.FieldOfView);
}
[Fact]
public void SaveDisplay_preserves_unknown_top_level_keys()
{
// Forward-compat: a newer client may have written sections we
// don't know about (audio, gameplay). Saving display must not
// delete those, otherwise running an older client would silently
// drop the user's other-tab preferences.
File.WriteAllText(_tempPath, """
{
"version": 1,
"display": { "resolution": "1280x720" },
"audio": { "master": 0.5, "music": 0.7 }
}
""");
var store = new SettingsStore(_tempPath);
store.SaveDisplay(DisplaySettings.Default with { Resolution = "1920x1080" });
var raw = File.ReadAllText(_tempPath);
Assert.Contains("\"audio\"", raw);
Assert.Contains("\"master\"", raw);
Assert.Contains("0.5", raw);
// And the new display value did get written.
Assert.Contains("1920x1080", raw);
}
[Fact]
public void DefaultPath_is_under_LocalAppData_acdream()
{
var path = SettingsStore.DefaultPath();
Assert.EndsWith("acdream" + Path.DirectorySeparatorChar + "settings.json", path);
}
// -- Audio section round-trip ----------------------------------------
[Fact]
public void LoadAudio_returns_defaults_when_file_is_missing()
{
var store = new SettingsStore(_tempPath);
Assert.Equal(AudioSettings.Default, store.LoadAudio());
}
[Fact]
public void SaveAudio_then_LoadAudio_round_trips_all_fields()
{
var store = new SettingsStore(_tempPath);
var original = new AudioSettings(Master: 0.3f, Music: 0.45f, Sfx: 0.9f, Ambient: 0.6f);
store.SaveAudio(original);
var loaded = store.LoadAudio();
Assert.Equal(original, loaded);
}
[Fact]
public void LoadAudio_falls_back_per_field_when_keys_missing()
{
File.WriteAllText(_tempPath, """
{
"version": 1,
"audio": { "master": 0.25 }
}
""");
var store = new SettingsStore(_tempPath);
var loaded = store.LoadAudio();
Assert.Equal(0.25f, loaded.Master);
Assert.Equal(AudioSettings.Default.Music, loaded.Music);
Assert.Equal(AudioSettings.Default.Sfx, loaded.Sfx);
Assert.Equal(AudioSettings.Default.Ambient, loaded.Ambient);
}
[Fact]
public void SaveAudio_preserves_display_section()
{
// Save display first, then audio — display values must survive.
var store = new SettingsStore(_tempPath);
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
store.SaveAudio(AudioSettings.Default with { Master = 0.4f });
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
Assert.Equal(0.4f, store.LoadAudio().Master);
}
[Fact]
public void SaveDisplay_after_SaveAudio_preserves_audio_section()
{
// Reverse order — audio must survive a subsequent display save.
var store = new SettingsStore(_tempPath);
store.SaveAudio(AudioSettings.Default with { Music = 0.1f });
store.SaveDisplay(DisplaySettings.Default with { ShowFps = true });
Assert.Equal(0.1f, store.LoadAudio().Music);
Assert.True(store.LoadDisplay().ShowFps);
}
// -- Gameplay section round-trip --------------------------------------
[Fact]
public void LoadGameplay_returns_defaults_when_file_is_missing()
{
var store = new SettingsStore(_tempPath);
Assert.Equal(GameplaySettings.Default, store.LoadGameplay());
}
[Fact]
public void SaveGameplay_then_LoadGameplay_round_trips_all_fields()
{
var store = new SettingsStore(_tempPath);
var original = GameplaySettings.Default with
{
AutoTarget = false,
AdvancedCombatUI = true,
ShowHelm = false,
LockUI = true,
UseMouseTurning = true,
};
store.SaveGameplay(original);
var loaded = store.LoadGameplay();
Assert.Equal(original, loaded);
}
[Fact]
public void LoadGameplay_falls_back_per_field_when_keys_missing()
{
File.WriteAllText(_tempPath, """
{
"version": 1,
"gameplay": { "lockUI": true }
}
""");
var store = new SettingsStore(_tempPath);
var loaded = store.LoadGameplay();
Assert.True(loaded.LockUI);
Assert.Equal(GameplaySettings.Default.AutoTarget, loaded.AutoTarget);
Assert.Equal(GameplaySettings.Default.ShowHelm, loaded.ShowHelm);
}
[Fact]
public void All_three_sections_coexist_in_one_settings_json()
{
var store = new SettingsStore(_tempPath);
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
// All three load correctly from the same file.
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
Assert.Equal(0.5f, store.LoadAudio().Master);
Assert.True(store.LoadGameplay().LockUI);
}
}