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>
83 lines
3.2 KiB
C#
83 lines
3.2 KiB
C#
using System.Numerics;
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using AcDream.App.Combat;
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using AcDream.App.Interaction;
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using AcDream.Core.Combat;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Selection;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.App.Tests.Combat;
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/// <summary>
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/// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2): the dead
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/// <c>GameplaySettingsState</c> adapter over the client-local
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/// <c>GameplaySettings</c> record is retired — <see cref="ICombatGameplaySettingsSource"/>
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/// has exactly one implementation now, <see cref="CharacterOptionCombatSettingsSource"/>,
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/// reading the canonical server-authoritative <see cref="RuntimeCharacterOptionsState"/>.
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/// </summary>
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public sealed class CombatCameraTargetSourceTests
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{
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[Fact]
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public void GetTrackedTargetPoint_RequiresOptionTargetedModeAndSelection()
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{
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const uint target = 0x70000001u;
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Vector3 point = new(10f, 20f, 30f);
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var options = new RuntimeCharacterOptionsState();
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options.SetOptionBit((uint)CharacterOptionId.ViewCombatTarget, false);
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var settings = new CharacterOptionCombatSettingsSource(options);
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var combat = new CombatState();
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var selection = new SelectionState();
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var world = new TargetQuery(point);
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var source = new CombatCameraTargetSource(
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settings,
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combat,
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selection,
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world);
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Assert.Null(source.GetTrackedTargetPoint());
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options.SetOptionBit((uint)CharacterOptionId.ViewCombatTarget, true);
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combat.SetCombatMode(CombatMode.Melee);
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selection.Select(target, SelectionChangeSource.World);
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Assert.Equal(point, source.GetTrackedTargetPoint());
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Assert.Equal(target, world.LastGuid);
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combat.SetCombatMode(CombatMode.Magic);
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Assert.Null(source.GetTrackedTargetPoint());
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}
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private sealed class TargetQuery(Vector3 point) : IWorldSelectionQuery
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{
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public uint LastGuid { get; private set; }
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public Vector3? GetCombatCameraTargetPoint(uint serverGuid)
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{
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LastGuid = serverGuid;
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return point;
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}
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public uint? PickAtCursor(bool includeSelf) => null;
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public uint? PickAt(float mouseX, float mouseY, bool includeSelf) => null;
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public void BeginLightingPulse(uint serverGuid) { }
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public bool TryCaptureIdentity(uint serverGuid, out uint localEntityId)
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{
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localEntityId = 0;
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return false;
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}
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public bool IsCurrent(uint serverGuid, uint localEntityId) => false;
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public string Describe(uint serverGuid) => string.Empty;
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public bool IsCreature(uint serverGuid) => false;
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public bool IsHostileMonster(uint serverGuid) => false;
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public bool IsAttackableTarget(uint serverGuid) => false;
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public ClosestCombatTarget? FindClosestHostileMonster() => null;
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public bool IsUseable(uint serverGuid) => false;
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public bool IsPickupable(uint serverGuid) => false;
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public bool IsWieldedByPlayer(uint serverGuid) => false;
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public bool IsWieldedPositionState(uint serverGuid) => false;
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public bool TryGetApproach(uint serverGuid, out InteractionApproach approach)
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{
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approach = default;
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return false;
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}
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}
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}
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