acdream/src/AcDream.App/Composition
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
..
AnimationHookRegistrationSet.cs refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
CompositionAcquisitionScope.cs feat(render): Campaign V slice V6h — the Vulkan composition host 2026-07-28 11:47:37 +02:00
ContentEffectsAudioComposition.cs feat(audio): Campaign A slice A5 — retail's region ambient soundscape 2026-08-08 22:53:41 +02:00
FrameRootComposition.cs feat(ui): Campaign OP slice OP4 — the Character tab 2026-08-11 04:31:34 +02:00
GameWindowCompositionPipeline.cs refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
GameWindowGraphics.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GameWindowPlatformAcquisition.cs refactor(app): define ordered composition contract 2026-07-22 15:03:40 +02:00
HostInputCameraComposition.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
InteractionRetainedUiComposition.cs fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps 2026-08-11 05:30:26 +02:00
InteractionUiRuntimeSources.cs refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
LivePresentationComposition.cs feat(ui): Campaign OP slice OP4 — the Character tab 2026-08-11 04:31:34 +02:00
LivePresentationRuntimeBindings.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
PreparedSetupResolver.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
SessionPlayerComposition.cs feat(ui): Campaign OP slice OP4 — the Character tab 2026-08-11 04:31:34 +02:00
SessionPlayerRuntimeBindings.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
SessionStartComposition.cs feat(runtime): define borrowed views commands and ordered events 2026-07-25 19:08:42 +02:00
SettingsDevToolsComposition.cs feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
VulkanHostInputCameraCompositionFactory.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
WorldRenderComposition.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00