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>
455 lines
17 KiB
C#
455 lines
17 KiB
C#
using System.IO;
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using System.Linq;
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using AcDream.UI.Abstractions.Input;
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using AcDream.UI.Abstractions.Panels.Settings;
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using AcDream.UI.Abstractions.Tests.Input;
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using Silk.NET.Input;
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namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
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/// <summary>
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/// K.3: <see cref="SettingsVM"/> owns the click-to-rebind state machine
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/// for the Settings panel. It holds a <b>draft</b> copy of the active
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/// <see cref="KeyBindings"/>; rebinds modify the draft. Save commits to
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/// the supplied callback (which writes to disk + replaces the live
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/// dispatcher's table); Cancel reverts the draft.
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/// </summary>
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public sealed class SettingsVMTests
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{
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private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory, System.Collections.Generic.List<DisplaySettings> savedDisplayHistory, System.Collections.Generic.List<AudioSettings> savedAudioHistory, System.Collections.Generic.List<GameplaySettings> savedGameplayHistory)
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Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null)
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{
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persisted ??= MakeMinimalBindings();
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var kb = new FakeKeyboardSource();
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var mouse = new FakeMouseSource();
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var dispatcher = new InputDispatcher(kb, mouse, persisted);
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var savedHistory = new System.Collections.Generic.List<KeyBindings>();
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var savedDisplayHistory = new System.Collections.Generic.List<DisplaySettings>();
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var savedAudioHistory = new System.Collections.Generic.List<AudioSettings>();
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var savedGameplayHistory = new System.Collections.Generic.List<GameplaySettings>();
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var vm = new SettingsVM(
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persisted, dispatcher,
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b => savedHistory.Add(b),
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persistedDisplay ?? DisplaySettings.Default,
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d => savedDisplayHistory.Add(d),
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persistedAudio ?? AudioSettings.Default,
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a => savedAudioHistory.Add(a),
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persistedGameplay ?? GameplaySettings.Default,
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g => savedGameplayHistory.Add(g));
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return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory);
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}
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private static KeyBindings MakeMinimalBindings()
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{
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var b = new KeyBindings();
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b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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b.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
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b.Add(new Binding(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementStop));
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return b;
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}
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[Fact]
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public void Constructor_clones_persisted_into_draft()
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{
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var (vm, _, _, persisted, _, _, _, _) = Build();
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Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_enters_capture_mode()
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{
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var (vm, _, dispatcher, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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Assert.True(dispatcher.IsCapturing);
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Assert.Equal(InputAction.MovementForward, vm.RebindInProgress);
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Assert.Equal(original, vm.RebindOriginal);
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}
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[Fact]
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public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
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{
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var (vm, kb, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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// User presses Q — not bound to anything in our minimal table.
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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Assert.Null(vm.RebindInProgress);
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Assert.Null(vm.PendingConflict);
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(binds);
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Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), binds[0].Chord);
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_then_Escape_cancels_with_no_change()
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{
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var (vm, kb, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Escape, ModifierMask.None);
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Assert.Null(vm.RebindInProgress);
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Assert.Null(vm.PendingConflict);
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(binds);
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_with_conflict_surfaces_PendingConflict()
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{
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var (vm, kb, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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Assert.NotNull(vm.PendingConflict);
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var c = vm.PendingConflict!.Value;
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Assert.Equal(InputAction.MovementForward, c.NewAction);
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), c.NewChord);
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Assert.Equal(InputAction.MovementTurnLeft, c.ConflictingAction);
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// Rebind has NOT been applied yet — still on W.
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
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}
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[Fact]
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public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
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{
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var (vm, kb, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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vm.ResolveConflict(replace: true);
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Assert.Null(vm.PendingConflict);
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Assert.Null(vm.RebindInProgress);
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// MovementForward now bound to A.
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(fwd);
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), fwd[0].Chord);
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// MovementTurnLeft no longer bound to A (conflict removed).
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var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
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Assert.Empty(left);
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}
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[Fact]
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public void ResolveConflict_replace_false_cancels_rebind()
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{
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var (vm, kb, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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vm.ResolveConflict(replace: false);
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Assert.Null(vm.PendingConflict);
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Assert.Null(vm.RebindInProgress);
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// MovementForward still bound to W.
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
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// MovementTurnLeft still bound to A.
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var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), left[0].Chord);
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}
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[Fact]
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public void ResetActionToDefault_restores_single_action_to_RetailDefaults()
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{
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// Build a draft that's been mutated for MovementForward; ensure
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// ResetActionToDefault restores W (and Up-arrow per retail).
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var (vm, kb, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
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// pick it deliberately to avoid triggering a conflict prompt that
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// would block the rebind from applying.
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kb.EmitKeyDown(Key.F7, ModifierMask.None);
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Assert.True(vm.HasUnsavedChanges);
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vm.ResetActionToDefault(InputAction.MovementForward);
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.W, ModifierMask.None));
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Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.Up, ModifierMask.None));
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}
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[Fact]
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public void ResetAllToDefaults_replaces_entire_draft()
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{
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var (vm, _, _, _, _, _, _, _) = Build();
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vm.ResetAllToDefaults();
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// Should now include retail-default size set (~149 bindings).
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Assert.True(vm.Draft.All.Count >= 100);
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_callback_with_draft()
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{
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var (vm, kb, _, _, savedHistory, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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vm.Save();
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Assert.Single(savedHistory);
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var saved = savedHistory[0];
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var fwd = saved.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), fwd[0].Chord);
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}
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[Fact]
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public void Cancel_reverts_draft_to_persisted()
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{
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var (vm, kb, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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Assert.True(vm.HasUnsavedChanges);
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vm.Cancel();
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Assert.False(vm.HasUnsavedChanges);
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
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}
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[Fact]
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public void Cancel_during_active_capture_clears_dispatcher_capture_state()
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{
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var (vm, _, dispatcher, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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Assert.True(dispatcher.IsCapturing);
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vm.Cancel();
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Assert.False(dispatcher.IsCapturing);
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Assert.Null(vm.RebindInProgress);
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}
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[Fact]
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public void HasUnsavedChanges_false_initially_and_after_save_sync()
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{
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var (vm, _, _, _, _, _, _, _) = Build();
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Assert.False(vm.HasUnsavedChanges);
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}
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// -- Display tab state ------------------------------------------------
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[Fact]
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public void DisplayDraft_initial_value_matches_persisted()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
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var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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Assert.Equal(custom, vm.DisplayDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void SetDisplay_marks_unsaved_changes()
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{
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var (vm, _, _, _, _, _, _, _) = Build();
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vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_display_callback_with_draft()
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{
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var (vm, _, _, _, _, savedDisplayHistory, _, _) = Build();
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vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
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vm.Save();
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Assert.Single(savedDisplayHistory);
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Assert.Equal("2560x1440", savedDisplayHistory[0].Resolution);
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Assert.Equal(100f, savedDisplayHistory[0].FieldOfView);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Cancel_reverts_display_draft_to_persisted()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 90f };
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var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
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Assert.True(vm.HasUnsavedChanges);
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vm.Cancel();
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Assert.Equal(custom, vm.DisplayDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void ResetAllToDefaults_resets_display_to_default()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
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var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
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vm.ResetAllToDefaults();
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Assert.Equal(DisplaySettings.Default, vm.DisplayDraft);
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_then_Cancel_does_not_revert()
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{
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// After Save the persisted snapshot equals the draft, so Cancel
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// is a no-op. This guards the Save/Cancel ordering — a regression
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// would surface as Cancel reverting to pre-Save values.
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var (vm, _, _, _, _, _, _, _) = Build();
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vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
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vm.Save();
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Assert.False(vm.HasUnsavedChanges);
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vm.Cancel();
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Assert.True(vm.DisplayDraft.ShowFps);
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Assert.False(vm.HasUnsavedChanges);
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}
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// -- Audio tab state --------------------------------------------------
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[Fact]
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public void AudioDraft_initial_value_matches_persisted()
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{
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var custom = AudioSettings.Default with { Master = 0.3f, Music = 0.1f };
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var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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Assert.Equal(custom, vm.AudioDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void SetAudio_marks_unsaved_changes()
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{
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var (vm, _, _, _, _, _, _, _) = Build();
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vm.SetAudio(vm.AudioDraft with { Master = 0.5f });
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_audio_callback_with_draft()
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{
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var (vm, _, _, _, _, _, savedAudioHistory, _) = Build();
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vm.SetAudio(vm.AudioDraft with { Master = 0.4f, Sfx = 0.6f });
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vm.Save();
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Assert.Single(savedAudioHistory);
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Assert.Equal(0.4f, savedAudioHistory[0].Master);
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Assert.Equal(0.6f, savedAudioHistory[0].Sfx);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Cancel_reverts_audio_draft_to_persisted()
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{
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var custom = AudioSettings.Default with { Music = 0.2f };
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var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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vm.SetAudio(vm.AudioDraft with { Music = 0.9f, Master = 0.3f });
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Assert.True(vm.HasUnsavedChanges);
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vm.Cancel();
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Assert.Equal(custom, vm.AudioDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void ResetAllToDefaults_resets_audio_to_default()
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{
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var custom = AudioSettings.Default with { Master = 0.1f };
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var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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Assert.NotEqual(AudioSettings.Default, vm.AudioDraft);
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vm.ResetAllToDefaults();
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Assert.Equal(AudioSettings.Default, vm.AudioDraft);
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Assert.True(vm.HasUnsavedChanges);
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}
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// -- Gameplay tab state -----------------------------------------------
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[Fact]
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public void GameplayDraft_initial_value_matches_persisted()
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{
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var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
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var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
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Assert.Equal(custom, vm.GameplayDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void SetGameplay_marks_unsaved_changes()
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{
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var (vm, _, _, _, _, _, _, _) = Build();
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vm.SetGameplay(vm.GameplayDraft with { LockUI = true });
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_gameplay_callback_with_draft()
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{
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var (vm, _, _, _, _, _, _, savedGameplayHistory) = Build();
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vm.SetGameplay(vm.GameplayDraft with
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{
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AutoTarget = false,
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ShowTooltips = false,
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UseMouseTurning = true,
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});
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vm.Save();
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Assert.Single(savedGameplayHistory);
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Assert.False(savedGameplayHistory[0].AutoTarget);
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Assert.False(savedGameplayHistory[0].ShowTooltips);
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Assert.True(savedGameplayHistory[0].UseMouseTurning);
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Assert.False(vm.HasUnsavedChanges);
|
|
}
|
|
|
|
[Fact]
|
|
public void Cancel_reverts_gameplay_draft_to_persisted()
|
|
{
|
|
var custom = GameplaySettings.Default with { LockUI = true };
|
|
var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
|
vm.SetGameplay(vm.GameplayDraft with { LockUI = false, ShowHelm = false });
|
|
Assert.True(vm.HasUnsavedChanges);
|
|
|
|
vm.Cancel();
|
|
|
|
Assert.Equal(custom, vm.GameplayDraft);
|
|
Assert.False(vm.HasUnsavedChanges);
|
|
}
|
|
|
|
[Fact]
|
|
public void ResetAllToDefaults_resets_gameplay_to_default()
|
|
{
|
|
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
|
|
var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
|
Assert.NotEqual(GameplaySettings.Default, vm.GameplayDraft);
|
|
|
|
vm.ResetAllToDefaults();
|
|
|
|
Assert.Equal(GameplaySettings.Default, vm.GameplayDraft);
|
|
Assert.True(vm.HasUnsavedChanges);
|
|
}
|
|
}
|