Consolidated fix round for the two OP3 dual-lens reviews
(docs/research/2026-08-11-op3-review-{mechanism,blast}.md), both
APPROVE-WITH-FIXES.
MUST-FIX:
- The six "Use Mouse Turning Settings" chat lines were typed
RetailLogTextType.ClientLocal (0x1A); retail types them 0x07 (Magic).
BYTE-VERIFIED against the PDB-paired binary at all six
gmConfigUI::SetMouseTurningDefaults call sites (0x0049E972/E9E2/EA52/
EAA4/EAF6/EB48): every site pushes `6a 07` (type=7) immediately before
the text-pointer push and the AddTextToScroll call. Added a dedicated
OptionsRuntimeBindings.DisplayMouseTurningMacroLine seam routed at
Magic (scrolling chat transcript, light blue, timestamped) instead of
the 4-slot SpewBox ClientLocal uses; the mid-air refusal and UA/RA
keep ClientLocal (both independently confirmed correct).
- Filed AD-77: the client-wide floating-only gmPanelUI host divergence
(retail also exposes a docked 0x21000017 host) the plan §5 delegated
to this review, scoped to every main panel, not just Options.
SHOULD-FIX:
- gmGameplayOptionsUI is not an OptionPage in retail (acclient.h:55857,
UIElement_Field). OptionsPanelController now constructs the Gameplay
slot's OptionPage with AfterApply deliberately null, so entering/
leaving that tab never publishes SaveCharacterOptionsRuntimeCmd.
Corrected OptionPageModel's doc comment and rewrote the two tests
that pinned the wrong (Gameplay-flushes) shape.
- Added the OptionPage.OnOptionChanged seam (PlayerOptionPage::
OnOptionChanged @0x004F27D0) — fires as the last step of Apply/
Reset/Defaults, plus once per live LED edit via a new
IOptionRow.AttachPageNotify hook (BoolOptionRow wires it into
SetCurrentValue only, matching retail's Apply(1)-only
HandleDialogAndNotices path). OP4-6 will bind Apply/Reset enable
state to this.
- Exit to Character Selection's mid-air refusal is now tri-state
(Func<bool?> IsGrounded): retail's UseTime only reaches the airborne
test inside `else if (smartbox->player)`, so outside player mode (or
with no live controller) the button is a SILENT no-op, not a
refusal. Fixed the inverted comment at both call sites.
- Options panel geometry now matches its nine gmPanelUI siblings
sharing RetailPanelUiController's one main-panel rectangle
(ResizeX=false, bottom-edge-only resize, no invented Min/MaxWidth/
Height) instead of being the only all-four-edge/horizontal-resize
outlier whose width silently reverted whenever a sibling was shown.
- Added the three missing test pins: Options/Character mutual
exclusion through a REAL RetailPanelUiController registration,
RetailDialogFactory.MakeConfirmation's omitted-queueKey overload
sharing DefaultQueueKey, and UiTabPanel.ActivePageChanged never
firing on a dormant (non-activated) host.
- TS-74's What/Where now names the five store-only CameraTurning
preferences explicitly instead of only mentioning them in Risk.
- Test script gains the toolbar-button ghosted->enabled+highlight
check, UseMouseTurning-survives-relogin and the five prefs-survive-
relaunch steps, a UA/RA legibility eye-item, and the corrected
bottom-edge-only geometry description for step 5.
One-liners fixed in files already touched: symmetric close-button
resolve-failure logging in OptionsPanelController.Bind (blast NOTE 8).
Full Release suite: 12,947 passed / 4 skipped / 0 failed (baseline
12,935/4/0 post-OP7 — 12 net new tests; the two OptionPageModelTests
"wrong-shape" tests were renamed/rewritten in place, not removed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
298 lines
11 KiB
C#
298 lines
11 KiB
C#
using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Chat;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Controller-level tests for <see cref="OptionsPanelController"/> against
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/// the committed <c>options_panel_2100006E_1000018D.json</c> fixture
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/// (Campaign OP slice OP3) — the SAME <c>LayoutImporter.ImportInfos(dats,
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/// 0x2100006Eu, 0x1000018Du)</c> catalog import
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/// <see cref="RetailUiRuntime.MountOptionsPanel"/> performs against real
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/// DATs. No DAT access, no live runtime — dat-free per the established
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/// <c>FixtureLoader</c> pattern.
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/// </summary>
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public sealed class OptionsPanelControllerTests
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{
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private static UiButton Click(ImportedLayout layout, uint elementId)
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{
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var button = Assert.IsType<UiButton>(layout.FindElement(elementId));
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button.OnEvent(new UiEvent(0, button, UiEventType.Click));
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return button;
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}
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private static OptionsPanelController.Callbacks MakeCallbacks(
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List<string> calls,
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Action<string>? displaySystemMessage = null)
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=> new(
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Toggle: () => calls.Add("toggle"),
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RequestExitToCharacterSelection: () => calls.Add("exit-to-char-select"),
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ExitGame: () => calls.Add("exit-game"),
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UseMouseTurningSettings: () => calls.Add("mouse-turning"),
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DisplaySystemMessage: displaySystemMessage ?? (text => calls.Add($"message:{text}")));
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// ── Mount conformance ────────────────────────────────────────────────────
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[Fact]
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public void Bind_RootBuildsAsUiTabPanel()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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Assert.IsType<UiTabPanel>(layout.Root);
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}
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[Fact]
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public void Bind_Succeeds_AndExposesFourEmptyPages()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController? controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Assert.NotNull(controller);
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Assert.Equal(4, controller!.Pages.Count);
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Assert.Empty(controller.GameplayPage.Rows);
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Assert.Empty(controller.CharacterPage.Rows);
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Assert.Empty(controller.ChatPage.Rows);
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Assert.Empty(controller.ConfigPage.Rows);
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}
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[Fact]
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public void ActivateTabs_SelectsGameplayAsDefault_ButNeverFlushesIt()
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{
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// Mechanism review S1 (2026-08-11 fix round): gmGameplayOptionsUI is
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// NOT an OptionPage in retail (acclient.h:55857) — its own OptionPage
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// instance is constructed with AfterApply deliberately left null
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// (OptionsPanelController's constructor), regardless of what the
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// controller's OWN AfterApply callback is, so the initial default-
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// tab activation (OnShown -> Apply) never publishes a flush.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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int gameplayFlushCount = 0;
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout,
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MakeCallbacks(calls) with { AfterApply = () => gameplayFlushCount++ })!;
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controller.ActivateTabs();
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Assert.True(controller.TabPanel.BehaviorActive);
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Assert.Equal(0x10000212u, controller.TabPanel.ActivePageElementId); // Gameplay slot
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Assert.Equal(0, gameplayFlushCount);
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}
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[Fact]
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public void TabSwitch_RevertsLeavingGameplayPage_AndAppliesEnteringCharacterPage()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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var flushes = new List<string>();
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout, MakeCallbacks(calls) with { AfterApply = () => flushes.Add("flush") })!;
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controller.ActivateTabs();
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flushes.Clear(); // drop the initial-activation flush (Gameplay never flushes anyway)
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controller.TabPanel.SwitchTo(0x10000211u); // Character page slot
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Assert.Equal(0x10000211u, controller.TabPanel.ActivePageElementId);
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// OnHidden (Gameplay, Reset — no flush regardless) and OnShown
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// (Character, a REAL AfterApply-wired page — Apply flushes).
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Assert.Equal(["flush"], flushes);
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}
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[Fact]
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public void WholeWindowHide_RevertsCurrentlyActivePage()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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controller.ActivateTabs();
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var row = new BoolOptionRow(initial: false, defaultValue: false);
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controller.GameplayPage.Register(row);
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row.SetCurrentValue(true);
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Assert.True(controller.GameplayPage.Changed);
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controller.OnHidden(); // IRetainedPanelController hook — whole window closing
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Assert.False(controller.GameplayPage.Changed);
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}
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[Fact]
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public void WholeWindowShow_AppliesCurrentlyActivePage()
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{
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// Switches off the Gameplay default onto Character FIRST — Gameplay
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// never flushes (S1), so testing "OnShown applies the currently
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// active page" needs a REAL AfterApply-wired page active, exactly
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// like a returning user re-opening the window on a non-default tab.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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int flushCount = 0;
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout, MakeCallbacks(calls) with { AfterApply = () => flushCount++ })!;
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controller.ActivateTabs();
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controller.TabPanel.SwitchTo(0x10000211u); // Character page slot
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flushCount = 0;
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controller.OnShown();
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Assert.Equal(1, flushCount);
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}
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[Fact]
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public void GameplayPage_OnShownAndOnHidden_NeverFlush_EvenWhenControllerAfterApplyIsWired()
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{
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// Direct pin of S1's fix: cycling Gameplay's own OnShown/OnHidden
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// (the page-model hooks OnActivePageChanged drives) never publishes
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// a flush, independent of TabSwitch/ActivateTabs framing.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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int flushCount = 0;
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout, MakeCallbacks(calls) with { AfterApply = () => flushCount++ })!;
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controller.GameplayPage.OnShown();
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controller.GameplayPage.OnHidden();
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Assert.Equal(0, flushCount);
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}
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// ── Close button ─────────────────────────────────────────────────────────
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[Fact]
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public void CloseButton_FiresToggleCallback()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000210u);
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Assert.Equal(["toggle"], calls);
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}
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// ── The seven Gameplay-tab buttons ───────────────────────────────────────
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[Fact]
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public void ExitToCharacterSelectionButton_FiresRequestCallback()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000203u);
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Assert.Equal(["exit-to-char-select"], calls);
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}
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[Fact]
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public void ExitGameButton_FiresExitGameCallback()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000617u);
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Assert.Equal(["exit-game"], calls);
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}
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[Fact]
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public void UseMouseTurningSettingsButton_FiresMacroCallback()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x100005CCu);
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Assert.Equal(["mouse-turning"], calls);
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}
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[Fact]
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public void UrgentAssistanceButton_DisplaysItsOwnByteVerifiedFailureText()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000206u);
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Assert.Equal([$"message:{OptionsPanelText.UrgentAssistanceUnavailable}"], calls);
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}
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[Fact]
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public void ReportAbuseButton_DisplaysItsOwnByteVerifiedFailureText()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000207u);
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Assert.Equal([$"message:{OptionsPanelText.ReportAbuseUnavailable}"], calls);
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}
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[Fact]
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public void UrgentAssistanceAndReportAbuse_UseDifferentText()
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{
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// The two buttons share retail's identical body template but differ
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// in ONE clause ("urgent assistance request" vs "abuse report").
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Assert.NotEqual(
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OptionsPanelText.UrgentAssistanceUnavailable,
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OptionsPanelText.ReportAbuseUnavailable);
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Assert.Contains(OptionsPanelText.SupportUrl, OptionsPanelText.UrgentAssistanceUnavailable);
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Assert.Contains(OptionsPanelText.SupportUrl, OptionsPanelText.ReportAbuseUnavailable);
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}
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[Fact]
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public void ConfigureKeyboardButton_IsInert_ClickDoesNothing()
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{
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// D4/OP8: authored, clickable, no handler this slice.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000204u);
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Assert.Empty(calls);
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}
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[Fact]
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public void InGameHelpFilesButton_IsInert_ClickDoesNothing()
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{
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// D5: retail's own KeyStone::OpenHelp fails silently without the
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// missing ACHelpPlugin.dll — mirrored as an inert button.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000205u);
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Assert.Empty(calls);
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}
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[Fact]
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public void AllSevenGameplayButtons_ResolveInTheBuiltLayout()
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{
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// Guards against a future fixture regeneration silently dropping an
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// id (a missing button degrades to a logged no-op, not a test
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// failure, unless asserted here).
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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uint[] buttonIds =
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{
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0x10000203u, // Exit to Character Selection
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0x10000204u, // Configure Keyboard
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0x10000205u, // In-Game Help Files
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0x10000206u, // Urgent Assistance
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0x10000207u, // Report Abuse
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0x100005CCu, // Use Mouse Turning Settings
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0x10000617u, // Exit Game
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};
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foreach (uint id in buttonIds)
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Assert.IsType<UiButton>(layout.FindElement(id));
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}
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}
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