acdream/src/AcDream.App/Input/DispatcherMovementInputSource.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

119 lines
4.9 KiB
C#

using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Input;
internal interface IMovementInputSource
: IRuntimeMovementInputSource
{
}
/// <summary>
/// Samples held graphical input and maps press edges onto the Runtime-owned
/// retail autorun latch. The dispatcher remains the only physical
/// keyboard/mouse-button state source.
/// </summary>
internal sealed class DispatcherMovementInputSource : IMovementInputSource
{
private readonly RuntimeLocalPlayerMovementState _movement;
private readonly IInputCaptureSource? _capture;
private InputDispatcher? _dispatcher;
public DispatcherMovementInputSource(
RuntimeLocalPlayerMovementState movement,
IInputCaptureSource? capture = null)
{
_movement = movement ?? throw new ArgumentNullException(nameof(movement));
_capture = capture;
}
public bool AutoRunActive => _movement.AutoRunActive;
public bool IsAvailable => _dispatcher is not null;
public void Bind(InputDispatcher dispatcher)
{
ArgumentNullException.ThrowIfNull(dispatcher);
if (_dispatcher is not null && !ReferenceEquals(_dispatcher, dispatcher))
throw new InvalidOperationException(
"The movement input source is already bound to another dispatcher.");
_dispatcher = dispatcher;
}
public void Unbind(InputDispatcher dispatcher)
{
ArgumentNullException.ThrowIfNull(dispatcher);
if (ReferenceEquals(_dispatcher, dispatcher))
_dispatcher = null;
}
public MovementInput Capture()
{
// Devtools owns the whole gameplay keyboard while active, including
// a latched autorun. Retained chat owns physical key state only;
// retail's autorun latch continues until an explicit cancel action.
if (_capture?.DevToolsWantCaptureKeyboard == true)
return default;
if (_movement.HasCommandInput)
return _movement.CommandInput;
if (_dispatcher is not { } dispatcher)
return default;
bool walking = dispatcher.IsActionHeld(InputAction.MovementWalkMode);
bool forward = dispatcher.IsActionHeld(InputAction.MovementForward);
return new MovementInput(
Forward: forward || AutoRunActive,
Backward: dispatcher.IsActionHeld(InputAction.MovementBackup),
StrafeLeft: dispatcher.IsActionHeld(InputAction.MovementStrafeLeft),
StrafeRight: dispatcher.IsActionHeld(InputAction.MovementStrafeRight),
TurnLeft: dispatcher.IsActionHeld(InputAction.MovementTurnLeft),
TurnRight: dispatcher.IsActionHeld(InputAction.MovementTurnRight),
// Movement parity audit (2026-07-30): retail's autorun hard-forces
// Run for its whole duration (ACCmdInterp autorun dispatch always
// sends RunForward-class state); the live walk/run toggle only
// applies to ordinary held-key movement. Recomputing `!walking`
// unconditionally let a walk-mode toggle demote an active autorun
// to walking — impossible in retail.
//
// Campaign OP slice OP4 (2026-08-11): `!walking` was a hardcoded
// "run by default" assumption. Retail PlayerOption id 0xA
// (acclient.h's ToggleRun_PlayerOption — ACE calls the same bit
// RunAsDefaultMovement; N7, OP4 review-fix round 2026-08-11)
// (retail default ON, matching the prior hardcoded behavior
// exactly) now supplies the default; the walk-mode modifier
// still temporarily INVERTS whichever default is active, same
// as before.
Run: (_movement.RunAsDefaultMovement != walking) || AutoRunActive,
Jump: dispatcher.IsActionHeld(InputAction.MovementJump));
}
/// <summary>
/// Applies the press-only autorun policy at the same point in the semantic
/// action pipeline as the former GameWindow body.
/// </summary>
/// <returns>True when the action is fully consumed.</returns>
public bool HandlePressedAction(InputAction action)
{
if (action == InputAction.MovementRunLock)
return _movement.Execute(
AcDream.Runtime.RuntimeMovementCommand.ToggleRunLock);
if (AutoRunActive && action is (
// Movement parity audit (2026-07-30): retail's
// ACCmdInterp::HandleNewForwardMovement drops autorun on EVERY
// fresh forward press edge, not only on backward/stop/strafe —
// a new W press while autorunning hands control back to the key.
InputAction.MovementForward
or InputAction.MovementBackup
or InputAction.MovementStop
or InputAction.MovementStrafeLeft
or InputAction.MovementStrafeRight))
{
_movement.CancelAutoRun();
}
return false;
}
public void ResetSession() => _movement.ResetInputIntent();
}