acdream/tests/AcDream.App.Tests/Input
Erik 111fbba3bb fix(input): free-fly is unreachable, and Escape no longer answers to it
User report: "ESC is hardwired to Freefly which it should not be ... the
freefly should really be discarded. Should not be in the client."

Two separate things were true.

Escape ran a priority chain — cancel target mode, else EXIT FLY MODE, else
leave player mode, else close a window — so in a session that had reached the
free-fly camera, Escape spent itself on that rung instead of doing what the
player expected. The rung is gone; a session somehow in fly mode now falls
through to the next one.

And free-fly was still bound: Ctrl+Shift+F in RetailDefaults (the table
production actually loads) and plain F in AcdreamCurrentDefaults (dead since
K.1c, removed anyway so it cannot be revived by accident). The comment on the
live binding advertised two other ways in — the ImGui View menu and the Debug
panel's "Toggle Free-Fly Mode" button — but BOTH went away with
AcDream.UI.ImGui at Campaign V, so the shortcut was the last route in. It is
now unbound, and a test pins that across both default tables.

This makes free-fly unreachable rather than deleted. The implementation still
spans 25 files (CameraController, FlyCamera, the dispatcher capture, pointer
controller, composition, and a streaming observer source), and ripping that out
at the end of a long session is how a regression lands in the camera. Scoped as
its own follow-up; unbinding is what fixes the reported behaviour today.

The Escape priority test was updated rather than deleted: its middle row now
asserts the fall-through, so the removed rung is documented by a passing test
instead of by its absence.

Solution builds clean; full hermetic gate green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 09:55:16 +02:00
..
C3cF2AutoEntryWiringTests.cs test: replace input and physics source freezes 2026-08-18 15:31:57 +02:00
CameraPointerInputControllerTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
DispatcherCameraInputSourceTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
DispatcherMovementInputSourceTests.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
GameplayInputActionRouterTests.cs feat(input): assess world objects on right click 2026-07-24 05:42:28 +02:00
GameplayInputCommandControllerTests.cs fix(input): free-fly is unreachable, and Escape no longer answers to it 2026-08-21 09:55:16 +02:00
GameplayInputFrameControllerTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
LocalPlayerProjectionControllerTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
MouseLookControllerTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
PlayerMovementPlacementTransactionTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
QuiescentInputContextTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
RetailLocalPlayerFrameControllerTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
RetainedUiGameplayBindingTests.cs refactor(input): own gameplay action routing 2026-07-22 12:43:05 +02:00
RuntimeLocalPlayerMovementStateTests.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
SilkInputSourceLifetimeTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00