acdream/tests/AcDream.App.Tests/UI/Layout/SelectedObjectControllerTests.cs
Erik ceec3bc440 feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.

Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.

Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):

- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
  The cache assumes it is the sole writer of GL program/blend/depth/cull
  state, which was true while it had zero real consumers, but every
  still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
  mutates that same GL state directly and never informs the cache. Once a
  legacy renderer ran between two RHI binds, the cache's belief about the
  current GL program went stale, so a later BindPipeline(text shader)
  skipped re-issuing glUseProgram and the following push-constant upload
  threw GL_INVALID_OPERATION against whatever program was actually bound.
  Reset() at the frame boundary is the same defensive move BeginPass
  already makes after a forced clear (see its comment); it costs one
  redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
  GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
  computed from GpuPipelineDescription.SampleCount at BindPipeline time -
  mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
  toggle.

Collateral, scoped to keep the port real rather than a stub:

- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
  every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
  TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
  Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
  every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
  check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
  slot (the device's default white texture), so the old sentinel would
  have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
  public AcDream.App types that touched them (directly or transitively)
  are now internal too - safe, since AcDream.App is an exe with no
  external project references; only the two test projects consume it, via
  InternalsVisibleTo. A handful of unrelated types the sweep caught
  (ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
  as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
  were reverted back to public where making them internal would have
  either cascaded into unrelated files or broken xUnit's public-member
  discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
  color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
  produce (V4g's scope) into the device's texture table for
  UiViewport.TextureHandle, via a temporary
  GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
  part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
  now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
  conformance tests keyed to TextRenderer's old multi-resource
  construction shape (Shader + per-flight FrameBufferSet array + white
  texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
  - that shape is gone, replaced by one IGpuPipeline created through
    IGpuDevice. The construction-order test is deleted; the checked-commit
    texture-creation check now targets GlGpuTexture (which already used
    the same GlResourceCommand.CreateName primitive before this slice).

Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
  TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
  skipped (was 3,843/3 entering this slice - net 3 fewer tests:
  TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
  TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
  method). Full solution: 8,908 passed / 5 skipped across all nine test
  projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
  vs this commit): differing fraction 0.318% (1,791/563,200 compared
  pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
  than waved through: a diff heatmap plus 4x crops at the differing
  clusters show zero differences anywhere in the retained UI, terrain,
  scenery, or static meshes - every differing pixel sits on continuously-
  animated ambient content (flying-insect sprites over the swamp, foliage
  sparkle/dew glints) whose exact phase depends on elapsed wall-clock
  time, the same category the gate's own sky-masking rationale already
  documents and the campaign doc's coverage table explicitly excludes
  ("Not covered - particles"). Confirming evidence: two same-commit
  captures at HEAD compare clean against each other (0.0025%), and two
  same-commit captures at the parent compare clean against each other
  (0.0044%) - only base-vs-head is consistently elevated, which is what
  frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
  ring resets, the render-state reset above) would produce against a
  fixed wall-clock capture deadline, not a rendering defect. Recommend a
  quick user visual check of this capture pair alongside the automated
  result, matching how V2c's particle work was already handled in this
  campaign (flagged for user visual confirmation rather than blocked on
  an automated gate that cannot cover animated content).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:22:08 +02:00

645 lines
24 KiB
C#

using AcDream.App.Rendering.Gpu;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using AcDream.Core.Selection;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Unit tests for <see cref="SelectedObjectController"/> — the
/// <c>gmToolbarUI::HandleSelectionChanged</c> + <c>RecvNotice_UpdateObjectHealth</c>
/// analogue (<c>acclient_2013_pseudo_c.txt:198635</c> / <c>:196213</c>).
///
/// <para>
/// Key behavior under test: the Health meter is <b>UpdateHealth-driven</b> — it becomes
/// visible only when real health is known for the selected guid (a <c>HealthChanged</c>
/// fires for it, or it is already cached at select time via <c>hasHealth</c>). Selecting a
/// target does NOT show the meter on its own. This matches retail: a friendly NPC you have
/// not assessed shows name-only; a monster's bar appears after damage / assess.
/// </para>
/// </summary>
public class SelectedObjectControllerTests
{
// ── Shared layout ────────────────────────────────────────────────────────
private static (
ImportedLayout layout,
UiPanel nameEl,
UiDatElement overlayEl,
UiMeter healthMeterEl)
FakeLayout()
{
var dict = new Dictionary<uint, UiElement>();
var root = new UiPanel();
var nameEl = new UiPanel { Width = 100, Height = 20 };
dict[SelectedObjectController.NameId] = nameEl;
root.AddChild(nameEl);
var overlayInfo = new ElementInfo
{
Id = SelectedObjectController.OverlayId,
Type = 3,
StateMedia =
{
[""] = (0x06000001u, 3),
["ObjectSelected"] = (0x06001937u, 3),
["StackedItemSelected"] = (0x06004CF4u, 3),
},
};
var overlayEl = new UiDatElement(overlayInfo, _ => (GpuTextureSlot.Unassigned, 0, 0));
dict[SelectedObjectController.OverlayId] = overlayEl;
root.AddChild(overlayEl);
var healthMeterEl = new UiMeter { Width = 100, Height = 10, Visible = true };
dict[SelectedObjectController.HealthMeterId] = healthMeterEl;
root.AddChild(healthMeterEl);
var manaMeterEl = new UiMeter { Width = 100, Height = 10, Visible = true };
dict[SelectedObjectController.ManaMeterId] = manaMeterEl;
root.AddChild(manaMeterEl);
var stackEntry = new UiField { Width = 50, Height = 14, Visible = true };
dict[SelectedObjectController.StackSizeEntryId] = stackEntry;
root.AddChild(stackEntry);
var stackSlider = new UiScrollbar { Width = 90, Height = 14, Visible = true };
dict[SelectedObjectController.StackSizeSliderId] = stackSlider;
root.AddChild(stackSlider);
return (new ImportedLayout(root, dict), nameEl, overlayEl, healthMeterEl);
}
// ── Recording delegates ──────────────────────────────────────────────────
private sealed class Harness
{
public readonly SelectionState Selection = new();
public readonly StackSplitQuantityState SplitQuantity = new();
public Action<uint, float>? HealthHandler;
public Action<uint, float, bool>? ItemManaHandler;
public Action<ClientObject>? ObjectUpdatedHandler;
public readonly List<uint> QueryHealthCalls = new();
public readonly List<uint> QueryItemManaCalls = new();
public readonly Dictionary<uint, bool> HealthTargetMap = new();
public readonly Dictionary<uint, bool> OwnedMap = new();
public readonly Dictionary<uint, string> NameMap = new();
public readonly Dictionary<uint, float> HealthMap = new();
public readonly Dictionary<uint, bool> HasHealthMap = new();
public readonly Dictionary<uint, float> ManaMap = new();
public readonly Dictionary<uint, uint> StackMap = new();
public void FireSelection(uint? g)
{
if (g is { } guid)
Selection.Select(guid, SelectionChangeSource.System);
else
Selection.Clear(SelectionChangeSource.System);
}
public void FireHealth(uint g, float pct) => HealthHandler?.Invoke(g, pct);
public void FireItemMana(uint g, float pct, bool valid)
=> ItemManaHandler?.Invoke(g, pct, valid);
public SelectedObjectController Bind(ImportedLayout layout, UiDatFont? datFont = null)
=> SelectedObjectController.Bind(
layout,
selection: Selection,
subscribeHealthChanged: h => HealthHandler = h,
unsubscribeHealthChanged: h =>
{
if (HealthHandler == h) HealthHandler = null;
},
subscribeItemManaChanged: h => ItemManaHandler = h,
unsubscribeItemManaChanged: h =>
{
if (ItemManaHandler == h) ItemManaHandler = null;
},
isHealthTarget: g => HealthTargetMap.TryGetValue(g, out var v) && v,
isOwnedByPlayer: g => OwnedMap.TryGetValue(g, out var v) && v,
name: g => NameMap.TryGetValue(g, out var v) ? v : null,
healthPercent: g => HealthMap.TryGetValue(g, out var v) ? v : 1f,
hasHealth: g => HasHealthMap.TryGetValue(g, out var v) && v,
stackSize: g => StackMap.TryGetValue(g, out var v) ? v : 0u,
sendQueryHealth: g => QueryHealthCalls.Add(g),
manaPercent: g => ManaMap.TryGetValue(g, out var v) ? v : 0f,
sendQueryItemMana: g => QueryItemManaCalls.Add(g),
datFont: datFont,
splitQuantity: SplitQuantity,
subscribeObjectUpdated: h => ObjectUpdatedHandler = h,
unsubscribeObjectUpdated: h =>
{
if (ObjectUpdatedHandler == h) ObjectUpdatedHandler = null;
});
}
// ── B1: Bind initialisation ──────────────────────────────────────────────
[Fact]
public void Bind_healthMeterHidden_nameTextChildAttached_nameFloatedOnTop()
{
var (layout, nameEl, _, healthMeterEl) = FakeLayout();
new Harness().Bind(layout);
Assert.False(healthMeterEl.Visible, "health meter must be Visible=false immediately after Bind");
var textChild = nameEl.Children.OfType<UiText>().SingleOrDefault();
Assert.NotNull(textChild);
Assert.True(textChild!.Centered, "name UiText must be Centered");
Assert.True(textChild.ClickThrough, "name UiText must be ClickThrough");
Assert.False(textChild.AcceptsFocus, "AcceptsFocus must be false on name label");
Assert.False(textChild.IsEditControl, "IsEditControl must be false on name label");
Assert.False(textChild.CapturesPointerDrag, "CapturesPointerDrag must be false on name label");
// The name element must be floated to the top of the strip's z-order so it draws
// OVER the overlay frame and the health bar (retail draws the name over the bar).
Assert.True(nameEl.ZOrder > 1000, "name element must be floated above the overlay/meter z-order");
}
[Fact]
public void Bind_nameLinesProvider_yieldsEmpty_whenNothingSelected()
{
var (layout, nameEl, _, _) = FakeLayout();
new Harness().Bind(layout);
var textChild = nameEl.Children.OfType<UiText>().Single();
Assert.Empty(textChild.LinesProvider());
}
[Fact]
public void ReentrantAutoTargetNotice_RendersCurrentReplacementNotStaleClear()
{
const uint Dead = 0xAA00u;
const uint Replacement = 0xAA01u;
var (layout, nameEl, _, _) = FakeLayout();
var h = new Harness();
h.NameMap[Dead] = "Dead Drudge";
h.NameMap[Replacement] = "Drudge Prowler";
h.StackMap[Dead] = 1u;
h.StackMap[Replacement] = 1u;
h.Selection.Select(Dead, SelectionChangeSource.World);
// RuntimeCombatTargetState is registered before the retained toolbar in
// production. Its clear handler selects a replacement reentrantly.
h.Selection.Changed += transition =>
{
if (transition.SelectedObjectId is null)
h.Selection.Select(Replacement, SelectionChangeSource.System);
};
h.Bind(layout);
h.Selection.Clear(
SelectionChangeSource.System,
SelectionChangeReason.CombatTargetDied);
Assert.Equal(Replacement, h.Selection.SelectedObjectId);
var lines = nameEl.Children.OfType<UiText>().Single().LinesProvider();
Assert.Single(lines);
Assert.Equal("Drudge Prowler", lines[0].Text);
}
// ── H1: Select a health target — meter does NOT show on select alone ─────
[Fact]
public void SelectHealthTarget_unknownHealth_meterStaysHidden_queryFired_nameAndOverlaySet()
{
const uint Guid = 0xAA01u;
const string ExpectedName = "Drudge Prowler";
var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = true;
h.NameMap[Guid] = ExpectedName;
h.StackMap[Guid] = 1u; // ObjectSelected
// HasHealthMap[Guid] not set → false (no health known yet)
h.Bind(layout);
h.FireSelection(Guid);
// Health not yet known → meter must stay hidden (retail: shows on UpdateHealth).
Assert.False(healthMeterEl.Visible,
"meter must stay hidden on select when no health is known yet");
// But QueryHealth is sent (retail Event_QueryHealth on select for a health target).
Assert.Single(h.QueryHealthCalls);
Assert.Equal(Guid, h.QueryHealthCalls[0]);
Assert.Equal("ObjectSelected", overlayEl.ActiveState);
var lines = nameEl.Children.OfType<UiText>().Single().LinesProvider();
Assert.Single(lines);
Assert.Equal(ExpectedName, lines[0].Text);
Assert.Equal(new Vector4(1f, 1f, 1f, 1f), lines[0].Color);
}
// ── H1b: Health arrives for the selected guid → meter appears ───────────
[Fact]
public void HealthChanged_forSelectedGuid_showsMeter()
{
const uint Guid = 0xAA02u;
var (layout, _, _, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = true;
h.NameMap[Guid] = "Drudge Slinker";
h.Bind(layout);
h.FireSelection(Guid);
Assert.False(healthMeterEl.Visible, "hidden until health arrives");
// Simulate UpdateHealth (0x01C0) for the selected guid.
h.FireHealth(Guid, 0.6f);
Assert.True(healthMeterEl.Visible, "meter must appear when health arrives for the selected guid");
}
[Fact]
public void HealthChanged_forOtherGuid_doesNotShowMeter()
{
const uint Sel = 0xAA03u, Other = 0xBB03u;
var (layout, _, _, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Sel] = true;
h.HealthTargetMap[Other] = true;
h.NameMap[Sel] = "Selected";
h.Bind(layout);
h.FireSelection(Sel);
h.FireHealth(Other, 0.5f); // health for a DIFFERENT entity
Assert.False(healthMeterEl.Visible, "health for a non-selected guid must not show the meter");
}
// ── H1c: Already-known health → meter shows immediately on select ───────
[Fact]
public void SelectHealthTarget_alreadyKnownHealth_meterVisibleImmediately()
{
const uint Guid = 0xAA04u;
var (layout, _, _, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = true;
h.HasHealthMap[Guid] = true; // health already cached (e.g. previously assessed)
h.HealthMap[Guid] = 0.9f;
h.NameMap[Guid] = "Olthoi";
h.Bind(layout);
h.FireSelection(Guid);
Assert.True(healthMeterEl.Visible,
"meter must show immediately when health is already known for the target");
}
// ── H2: Stacked item ─────────────────────────────────────────────────────
[Fact]
public void SelectStackedItem_overlayStackedItemSelected_meterHidden()
{
const uint Guid = 0xBB02u;
var (layout, _, overlayEl, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = false;
h.NameMap[Guid] = "Heal Kits";
h.StackMap[Guid] = 5u; // stackSize > 1
h.Bind(layout);
h.FireSelection(Guid);
Assert.Equal("StackedItemSelected", overlayEl.ActiveState);
Assert.False(healthMeterEl.Visible);
}
[Fact]
public void SelectStackedItem_showsRetailCountEntryAndSlider_atFullStack()
{
const uint Guid = 0xBB03u;
var (layout, nameEl, _, _) = FakeLayout();
var h = new Harness();
h.NameMap[Guid] = "Healing Kits";
h.StackMap[Guid] = 17u;
h.Bind(layout);
h.FireSelection(Guid);
var entry = Assert.IsType<UiField>(layout.FindElement(SelectedObjectController.StackSizeEntryId));
var slider = Assert.IsType<UiScrollbar>(layout.FindElement(SelectedObjectController.StackSizeSliderId));
Assert.True(entry.Visible);
Assert.True(slider.Visible);
Assert.Equal("17", entry.Text);
Assert.Equal(17u, h.SplitQuantity.Value);
Assert.Equal(17u, h.SplitQuantity.Maximum);
Assert.Equal(1f, slider.ScalarPosition);
Assert.Equal("17 Healing Kits", nameEl.Children.OfType<UiText>().Single().LinesProvider().Single().Text);
slider.SetScalarPosition(0.5f);
slider.ScalarChanged!(0.5f);
Assert.Equal(9u, h.SplitQuantity.Value);
Assert.Equal("9", entry.Text);
Assert.Equal(0.5f, slider.ScalarPosition);
slider.SetScalarPosition(0f);
slider.ScalarChanged!(0f);
Assert.Equal(1u, h.SplitQuantity.Value);
Assert.Equal("1", entry.Text);
Assert.Equal(0f, slider.ScalarPosition);
slider.SetScalarPosition(1f);
slider.ScalarChanged!(1f);
Assert.Equal(17u, h.SplitQuantity.Value);
Assert.Equal("17", entry.Text);
Assert.Equal(1f, slider.ScalarPosition);
entry.SetText("4");
entry.Submit();
Assert.Equal(4u, h.SplitQuantity.Value);
Assert.Equal("4", entry.Text);
Assert.Equal(4f / 17f, slider.ScalarPosition, 5);
}
[Fact]
public void StackSizeUpdate_refreshesSelectedControls_andHidesThemAtOne()
{
const uint Guid = 0xBB04u;
var (layout, _, _, _) = FakeLayout();
var h = new Harness();
h.NameMap[Guid] = "Healing Kits";
h.StackMap[Guid] = 5u;
h.Bind(layout);
h.FireSelection(Guid);
h.StackMap[Guid] = 1u;
h.ObjectUpdatedHandler!(new ClientObject { ObjectId = Guid, StackSize = 1 });
Assert.False(layout.FindElement(SelectedObjectController.StackSizeEntryId)!.Visible);
Assert.False(layout.FindElement(SelectedObjectController.StackSizeSliderId)!.Visible);
Assert.Equal(1u, h.SplitQuantity.Value);
Assert.Equal(1u, h.SplitQuantity.Maximum);
}
// ── H3: Non-health target (friendly NPC / scenery / Door) ───────────────
[Fact]
public void SelectNonHealthTarget_meterHidden_noQuery_nameSet()
{
const uint Guid = 0xCC03u;
const string ExpectedName = "Town Crier";
var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = false;
h.NameMap[Guid] = ExpectedName;
h.Bind(layout);
h.FireSelection(Guid);
Assert.False(healthMeterEl.Visible, "meter must stay hidden for a non-health target");
Assert.Empty(h.QueryHealthCalls);
Assert.Equal("ObjectSelected", overlayEl.ActiveState);
var lines = nameEl.Children.OfType<UiText>().Single().LinesProvider();
Assert.Single(lines);
Assert.Equal(ExpectedName, lines[0].Text);
}
// ── H4: Deselect clears the strip ────────────────────────────────────────
[Fact]
public void SelectNull_clearsStrip()
{
const uint Guid = 0xDD04u;
var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = true;
h.HasHealthMap[Guid] = true; // so the meter is shown on select
h.HealthMap[Guid] = 0.5f;
h.NameMap[Guid] = "Wolf";
h.Bind(layout);
h.FireSelection(Guid);
Assert.True(healthMeterEl.Visible);
h.FireSelection(null);
Assert.False(healthMeterEl.Visible, "meter must be hidden after deselect");
Assert.Equal("", overlayEl.ActiveState);
Assert.Empty(nameEl.Children.OfType<UiText>().Single().LinesProvider());
Assert.Equal(new[] { Guid, 0u }, h.QueryHealthCalls);
}
// ── H5: Re-select a different guid ───────────────────────────────────────
[Fact]
public void ReSelect_differentGuid_clearsFirstThenAppliesSecond()
{
const uint GuidA = 0xEE05u, GuidB = 0xFF06u;
var (layout, nameEl, overlayEl, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[GuidA] = true; h.HealthTargetMap[GuidB] = false;
h.HasHealthMap[GuidA] = true; // A shows its bar on select
h.NameMap[GuidA] = "Bandit"; h.NameMap[GuidB] = "Chest";
h.HealthMap[GuidA] = 1.0f;
h.Bind(layout);
h.FireSelection(GuidA);
Assert.True(healthMeterEl.Visible);
Assert.Single(h.QueryHealthCalls);
h.FireSelection(GuidB);
Assert.False(healthMeterEl.Visible, "meter must clear when switching to a non-health target");
Assert.Equal("ObjectSelected", overlayEl.ActiveState);
Assert.Equal(new[] { GuidA, 0u }, h.QueryHealthCalls);
var lines = nameEl.Children.OfType<UiText>().Single().LinesProvider();
Assert.Single(lines);
Assert.Equal("Chest", lines[0].Text);
}
// ── H6: Overlay flash reverts after the flash window (Tick) ─────────────
[Fact]
public void Tick_revertsOverlayFlash_afterDuration()
{
const uint Guid = 0xAB06u;
var (layout, _, overlayEl, _) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = false;
h.NameMap[Guid] = "Lever";
var c = h.Bind(layout);
h.FireSelection(Guid);
Assert.Equal("ObjectSelected", overlayEl.ActiveState);
// A small tick before the window elapses → still flashing.
c.Tick(0.1);
Assert.Equal("ObjectSelected", overlayEl.ActiveState);
// Tick past the 0.25s window → overlay reverts to blank.
c.Tick(0.2);
Assert.Equal("", overlayEl.ActiveState);
}
// ── H7: Partial layout (missing elements) ────────────────────────────────
[Fact]
public void PartialLayout_noElements_doesNotThrow()
{
var root = new UiPanel();
var layout = new ImportedLayout(root, new Dictionary<uint, UiElement>());
var h = new Harness();
h.HealthTargetMap[0x12345678u] = true;
h.NameMap[0x12345678u] = "Something";
var c = h.Bind(layout);
Assert.Null(Record.Exception(() => h.FireSelection(0x12345678u)));
Assert.Null(Record.Exception(() => h.FireHealth(0x12345678u, 0.5f)));
Assert.Null(Record.Exception(() => c.Tick(0.5)));
Assert.Null(Record.Exception(() => h.FireSelection(null)));
Assert.Single(h.QueryHealthCalls);
Assert.Equal(0x12345678u, h.QueryHealthCalls[0]);
}
// ── H8: Fill reflects live health; returns 0 when nothing selected ──────
[Fact]
public void HealthMeterFill_reflectsLiveHealthPercent()
{
const uint Guid = 0xAA07u;
var (layout, _, _, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = true;
h.NameMap[Guid] = "Arwic Banderling";
h.HealthMap[Guid] = 0.5f;
h.Bind(layout);
h.FireSelection(Guid);
Assert.Equal(0.5f, healthMeterEl.Fill());
h.HealthMap[Guid] = 0.25f; // server updates health
Assert.Equal(0.25f, healthMeterEl.Fill());
}
[Fact]
public void HealthMeterFill_returnsZero_whenNothingSelected()
{
const uint Guid = 0xAA08u;
var (layout, _, _, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[Guid] = true;
h.NameMap[Guid] = "Spider";
h.HealthMap[Guid] = 0.8f;
h.Bind(layout);
h.FireSelection(Guid);
Assert.Equal(0.8f, healthMeterEl.Fill());
h.FireSelection(null);
Assert.Equal(0f, healthMeterEl.Fill() ?? 0f);
}
[Fact]
public void OwnedNonStackItem_QueriesMana_AndValidResponseShowsMeter()
{
const uint Guid = 0x50000A01u;
var (layout, _, _, _) = FakeLayout();
var manaMeter = Assert.IsType<UiMeter>(layout.FindElement(SelectedObjectController.ManaMeterId));
var h = new Harness();
h.OwnedMap[Guid] = true;
h.NameMap[Guid] = "Wand";
h.StackMap[Guid] = 1u;
h.ManaMap[Guid] = 0.625f;
h.Bind(layout);
h.FireSelection(Guid);
Assert.Equal(new[] { Guid }, h.QueryItemManaCalls);
Assert.False(manaMeter.Visible);
h.FireItemMana(Guid, 0.625f, valid: true);
Assert.True(manaMeter.Visible);
Assert.Equal(0.625f, manaMeter.Fill());
}
[Fact]
public void InvalidManaResponse_CancelsQueryWithoutShowingMeter()
{
const uint Guid = 0x50000A02u;
var (layout, _, _, _) = FakeLayout();
var manaMeter = Assert.IsType<UiMeter>(layout.FindElement(SelectedObjectController.ManaMeterId));
var h = new Harness();
h.OwnedMap[Guid] = true;
h.StackMap[Guid] = 1u;
h.Bind(layout);
h.FireSelection(Guid);
h.FireItemMana(Guid, 0f, valid: false);
Assert.Equal(new[] { Guid, 0u }, h.QueryItemManaCalls);
Assert.False(manaMeter.Visible);
}
[Fact]
public void ChangingAwayFromVisibleMana_CancelsWithZero()
{
const uint Guid = 0x50000A03u;
var (layout, _, _, _) = FakeLayout();
var h = new Harness();
h.OwnedMap[Guid] = true;
h.StackMap[Guid] = 1u;
h.Bind(layout);
h.FireSelection(Guid);
h.FireItemMana(Guid, 0.5f, valid: true);
h.FireSelection(0x60000001u);
Assert.Equal(new[] { Guid, 0u }, h.QueryItemManaCalls);
}
[Fact]
public void StackedOwnedItem_DoesNotQueryMana()
{
const uint Guid = 0x50000A04u;
var (layout, _, _, _) = FakeLayout();
var h = new Harness();
h.OwnedMap[Guid] = true;
h.StackMap[Guid] = 2u;
h.Bind(layout);
h.FireSelection(Guid);
Assert.Empty(h.QueryItemManaCalls);
}
[Fact]
public void Dispose_UnsubscribesBothHandlers_AndIsIdempotent()
{
var (layout, _, _, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[0xAA09u] = true;
var controller = h.Bind(layout);
controller.Dispose();
controller.Dispose();
h.FireSelection(0xAA09u);
h.FireHealth(0xAA09u, 0.5f);
Assert.Null(h.HealthHandler);
Assert.Null(h.ItemManaHandler);
Assert.False(healthMeterEl.Visible);
Assert.Empty(h.QueryHealthCalls);
}
}