Campaign OP slice OP9 code retirement (docs/plans/2026-08-10-options-panel-campaign.md
§OP9). The retail four-tab Options panel (OP1-OP8) is now acdream's one
in-client settings surface (D1) — this commit deletes the pre-retail-UI
surfaces it fully superseded. Pure retirement: no behavior change to
anything live, verified by dispositioning every one of the 15 src files
and 8 test files that referenced the deleted types before touching any
of them.
1. SettingsVM + SettingsPanel (the old F11 IPanel surface, unrendered
since Campaign V slice V11's ImGui deletion) deleted outright, plus
their two dedicated test files. IPanel/IPanelRenderer stay — ChatPanel/
DebugPanel/VitalsPanel still implement IPanel, so the contract does NOT
become unreferenced.
2. RuntimeSettingsController's SettingsVM binding seam deleted:
CreateViewModel, CreateViewModelBinding, RuntimeSettingsViewModelBinding,
the _viewModel field, UnbindViewModel, and every _viewModel? notification
call (ToggleFrameRate, LoadCharacterContext, RestoreDefaultCharacterContext,
SyncChatFromServerOptions). CreateViewModelBinding had zero production
callers (test-only). HasDraftPreview/DisplayPreview/AudioPreview stay on
IRuntimeSettingsPreviewSource (WorldRenderFrameBuilder and
SettingsParticleRangeSource still consume it) but now trivially mirror
the committed Display/Audio snapshot — HasDraftPreview was already
always false in production. GameWindowLifetime's matching
"settings view model" shutdown stage is deleted.
3. IDevToolsGameplayCommands + DevToolsGameplayCommands deleted from
GameplayInputCommandController.cs. All three members were dead:
ToggleSettingsPanel() had ZERO dispatch sites (ToggleOptionsPanel always
routed to _retained, never to _devTools); ToggleDebugPanel()/
FocusChatInput() had dispatch sites (F1/Ctrl+F1, Tab) but empty no-op
bodies (their ImGui DebugPanel/ChatPanel targets were already gone).
The two live dispatch sites are kept as inert `return true;` cases
(still consuming the key, matching the prior no-op's "handled"
contract) instead of falling through to a lower-priority scope.
SessionPlayerComposition.cs's `new DevToolsGameplayCommands()`
construction is removed. No `ToggleSettingsPanel` InputAction exists
(only `ToggleOptionsPanel`, rebound at OP3) — nothing to remove there
or from KeyBindings.RetailDefaults()/keymap fixtures.
4. GameplaySettings deleted entirely (the type, SettingsStore's
LoadGameplay/SaveGameplay/BuildGameplayObject, RuntimeSettingsController's
Gameplay property/SetAcceptLootPermits). Verified all 13 remaining
members (ToggleRun, AdvancedCombatUI, ShowTooltips,
VividTargetingIndicator, SideBySideVitals, CoordinatesOnRadar,
SpellDuration, AllowGive, ShowHelm, ShowCloak, LockUI, UseMouseTurning,
AcceptLootPermits — the three combat ones already died at OP4/AP-196)
were ALREADY bound through CharacterOptionTable/
CharacterOptionsPageController's server-bit seam at OP4 before deleting
the client-local mirror — no (c)-case genuinely-client-local member
was found; disposition (b) covers 100% of the surface. SetUiLocked
rewritten to compare only against the last value actually pushed to
_runtimeTargets (MUST-FIX 4's guard), with no second store left to
read or write. LiveSessionRuntimeFactory's SetAcceptLootPermits binding
now sends the wire option only (the GameplaySettings write-behind call
removed as dead output). CharacterSettings/DisplaySettings/
AudioSettings/ChatSettings and their SettingsStore Load/Save surfaces
are UNTOUCHED per the campaign contract.
Per-file disposition (15 src + 8 test files that referenced
GameplaySettings before this commit):
- GameplaySettings.cs, SettingsVM.cs, SettingsPanel.cs: the types
themselves — deleted.
- SettingsStore.cs, RuntimeSettingsController.cs,
LiveSessionRuntimeFactory.cs: real usage — API deleted/rewritten.
- RetailUiRuntime.cs, InteractionRetainedUiComposition.cs,
SessionPlayerComposition.cs, CombatUiController.cs,
LiveCombatAttackOperations.cs, LivePresentationComposition.cs,
FrameRootComposition.cs, RuntimeCharacterState.cs,
CombatCameraTargetSource.cs: doc-comment-only or interface-name
substring matches (ICombatGameplaySettingsSource) — left as accurate
historical record, no forward reference to the deleted type.
- Tests: RuntimeSettingsControllerTests.cs and SettingsStoreTests.cs
rewritten (Gameplay-specific tests deleted; SaveDisplay/SaveAudio/
SaveChat tests re-targeted off the now-public methods instead of the
retired SettingsVM draft/Save() indirection); GameplaySettingsTests.cs/
SettingsVMTests.cs/SettingsPanelTests.cs deleted; the remaining three
(CharacterOptionCombatSettingsSourceTests.cs,
CombatCameraTargetSourceTests.cs, LiveCombatAttackOperationsTests.cs)
were comment/interface-name-only, untouched.
5. Register: AP-196 (OP4's partial GameplaySettings retirement, which left
five fields as write-behind mirrors) is fully retired now that the
record is gone outright — marked ~~AP-196~~ RETIRED with its retirement
note, active-row count 143 -> 142. No other row cited the deleted types
directly (AP-194/AP-193 cite CharacterOptionTable.cs, not
GameplaySettings.cs).
6. Settings.json migration honesty: SettingsStore no longer reads or
writes the "gameplay" top-level key, so an existing file carrying one
from a pre-OP9 build is neither parsed nor dropped — the existing
SaveSection raw-JSON-text preservation mechanism (unknown top-level
keys survive every subsequent save) carries it forward untouched.
Two new targeted tests
(LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads,
LeftoverGameplaySection_SurvivesAnUnrelatedSave) pin this.
InputAction.ToggleOptionsPanel's stale doc comment (still describing the
retired ImGui SettingsPanel) and a handful of other dangling doc
references (DisplaySettings.cs, ChatOpacityLink.cs,
SettingsDevToolsComposition.cs, InputDispatcherCaptureTests.cs) are
reworded to point at the current retail Options panel / OP8
KeyboardConfigController.
Build: dotnet build -c Release green, 0 errors. Tests: dotnet test -c
Release --no-build — 13,075 passed / 4 skipped / 0 failed (13,079 total),
down from the stated baseline of 13,155 passed / 4 skipped / 0 failed
(13,159 total) — the -80 delta is exactly the deleted SettingsVM/
SettingsPanel/GameplaySettings test surface (three whole files plus the
Gameplay-specific cases trimmed from RuntimeSettingsControllerTests.cs/
SettingsStoreTests.cs), with zero regressions elsewhere.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
57 lines
3 KiB
C#
57 lines
3 KiB
C#
namespace AcDream.UI.Abstractions.Panels.Settings;
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/// <summary>
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/// Retail's linked default/active window-opacity invariant: active >= default,
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/// ALWAYS — enforced by dragging the OTHER value, never by clamping the one being
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/// set. Verbatim port of <c>ChatInterface::SetDefaultOpacity @0x004F3BC0</c> /
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/// <c>SetActiveOpacity @0x004F3C40</c> (docs/research/2026-08-09-chat-retail-window-shell.md
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/// §3): raising the default ABOVE the current active value drags active UP to match;
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/// lowering the active value BELOW the current default drags default DOWN to match.
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/// Retail's options-page sliders share a <c>DualHash</c> link
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/// (<c>gmChatOptionsUI::InitOptions @0x0049FC60</c>) — this is why they visibly track
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/// each other while dragging.
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///
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/// <para>
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/// Consumed directly by <c>RetailWindowOpacityController</c> (AcDream.App — the
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/// live per-window mechanism, mutating its own two float fields). The retail
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/// Options panel's Chat tab (<c>ChatOptionsPageController</c>, Campaign OP slice
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/// OP5) drives that SAME controller rather than calling these methods a second
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/// time, so the panel's two sliders and every retained window's live fade always
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/// apply the identical link math through one path. (The OP9-retired
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/// <c>SettingsPanel</c>'s own Chat tab used to call these methods directly as a
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/// second consumer, mutating a draft <see cref="ChatSettings"/> record — that
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/// draft mechanism is gone, not the link math.) Pure functions — no
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/// window/render/state dependency — so any future caller can use them without
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/// violating the App→Abstractions dependency direction.
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/// </para>
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/// </summary>
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public static class ChatOpacityLink
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{
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/// <summary>
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/// Port of <c>ChatInterface::SetDefaultOpacity @0x004F3BC0</c>: set the default
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/// (unfocused) opacity to <paramref name="newDefault"/>, dragging
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/// <paramref name="currentActive"/> UP if it would otherwise fall below the new
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/// default. Never returns an (default, active) pair with active < default.
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/// </summary>
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public static (float DefaultOpacity, float ActiveOpacity) SetDefault(
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float currentActive, float newDefault)
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{
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newDefault = System.Math.Clamp(newDefault, 0f, 1f);
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float active = currentActive < newDefault ? newDefault : currentActive;
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return (newDefault, active);
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}
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/// <summary>
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/// Port of <c>ChatInterface::SetActiveOpacity @0x004F3C40</c>: set the active
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/// (focused) opacity to <paramref name="newActive"/>, dragging
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/// <paramref name="currentDefault"/> DOWN if it would otherwise exceed the new
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/// active value. Never returns an (default, active) pair with active < default.
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/// </summary>
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public static (float DefaultOpacity, float ActiveOpacity) SetActive(
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float currentDefault, float newActive)
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{
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newActive = System.Math.Clamp(newActive, 0f, 1f);
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float def = currentDefault > newActive ? newActive : currentDefault;
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return (def, newActive);
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}
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}
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