acdream/tests/AcDream.App.Tests/UI/GameplayConfirmationControllerTests.cs
Erik 67fe754dd6 fix: social gate round 2, part 2 - confirmation-dialog sentences + the
refused-drop yellow notice

Item 4 (confirmation dialogs missing text + names): the missing retail
mechanism was StringTable template substitution - an entry is N+1 literal
fragments interleaved with N named variables, composed by
StringTable::GetString @0x004300D0 (no-metalanguage branch @0x004303B7).
ACE sends the bare player name for types 1/4; retail's OWN CLIENT wraps
it. Ported as DatStringResolver.ResolveTemplate (PLAYER hash 0x05506DA2,
the exact compute_str_hash space; Chorizite stores the variable hashes
directly):

- Server-driven type 4 -> ID_Fellowship_FellowshipRequest, type 1 ->
  ID_Allegiance_AcceptSwearConfirmation, injected into
  GameplayConfirmationController; null resolve falls back to the bare
  wire message, never invented English. The 2/3/5/6 " Continue?" family
  never consults the composer.
- Local Swear/Break/Kick: the bind-time fragment-0 latch (which showed
  the dangling "Do you wish to swear to ") is replaced by click-time
  ResolveTemplate with the target's name.

All five templates verified token-free in the installed DAT - this is
NOT a StringTableMetaLanguage port (AD-81's engine caveat stands).

Item 5 (refused drop shows nothing; retail shows yellow top-center
text): the prevRequest latch was ALREADY ported (InventoryTransactionState);
what was missing was the consumer. InventoryTransactionState now raises
RequestFailed(request, weenieError) when a 0x00A0 clears the latch;
ItemInteractionController composes ServerSaysAttemptFailed @0x0058EAE0's
"The <item> can't be <verb>" (verb table + suffix map ported verbatim in
Core's InventoryFailureMessages, NAME_PLURAL for merge/split) and routes
it as LogTextType 0x1A ClientLocal -> the SpewBox, retail's yellow
top-center line. The dispatcher's second leg (@0x0055B342) also runs:
outside the 7-code exclusion set, WeenieErrorMessages resolves per-code
text/destination; 0x426 AttunedItem has no row in either place beyond
the verb line - faithful single-line output.

Register: AD-85 narrowed to its numeric-field item, AD-81 amended (the
token-free interleave is now ported; meta-token engine + FormatName
remain), AD-93 filed (wire-guid-match vs retail's latched-guid
preference; no Move/Wield latch kinds).

Tests: +2 InventoryTransactionState failure-latch, +5 ResolveTemplate
(constructed StringTable fixtures), +1 composer injection, +1 end-to-end
refused-drop line. Core 4,697/1 skip, App 4,983/3 skips.

Research: docs/research/2026-08-13-confirm-and-weenie-error-display.md

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 21:10:42 +02:00

225 lines
10 KiB
C#

using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.App.Tests.UI.Layout;
using AcDream.Core.Net.Messages;
namespace AcDream.App.Tests.UI;
public sealed class GameplayConfirmationControllerTests
{
[Fact]
public void SkillRequestAppendsContinueAndCloseNoticeSendsServerTuple()
{
var root = new UiRoot { Width = 800f, Height = 600f };
ImportedLayout? shown = null;
var factory = new RetailDialogFactory(root, _ =>
shown = FixtureLoader.LoadConfirmationDialog());
var responses = new List<(uint Type, uint Context, bool Accepted)>();
using var controller = new GameplayConfirmationController(
factory,
(type, context, accepted) => responses.Add((type, context, accepted)));
Assert.True(controller.HandleRequest(
new GameEvents.CharacterConfirmationRequest(2u, 42u, "Raise this skill?")));
Assert.Equal(
"Raise this skill? Continue?",
string.Join(" ", Assert.IsType<UiText>(shown!.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider().Select(static line => line.Text)));
Assert.IsType<UiButton>(shown.FindElement(
RetailConfirmationDialogView.AcceptButtonId)).OnClick!();
Assert.Equal([(2u, 42u, true)], responses);
Assert.Equal(0u, controller.ActiveDialogContext);
}
/// <summary>
/// MUST-FIX 2 (FA4 fix round, 2026-08-12): a fellowship invite
/// (<c>ConfirmationType.Fellowship</c>, type 4) reaches this generic
/// controller and opens a dialog exactly like any other type — no
/// client-side interceptor exists anymore (D6's correction: retail's
/// client reads neither option bit on the invite path;
/// <c>RetailUiRuntime.HandleConfirmationRequest</c> now routes every
/// type, including 4, straight here). Type 4 is NOT in the
/// 2/3/5/6 " Continue?"-suffix set, so with no composer injected the
/// message renders verbatim — matching
/// <c>Handle_Character__ConfirmationRequest @0x005640A0</c>'s case-4 arm.
/// (Production now injects the StringTable template composer — see
/// <see cref="InjectedComposerWrapsTypes1And4_AndNeverTouchesContinueFamily"/>;
/// this test remains the null-composer fallback contract.)
/// </summary>
[Fact]
public void FellowshipInviteRequest_Type4_OpensDialog_MessageVerbatim_AndSendsAcceptOnClose()
{
var root = new UiRoot { Width = 800f, Height = 600f };
ImportedLayout? shown = null;
var factory = new RetailDialogFactory(root, _ =>
shown = FixtureLoader.LoadConfirmationDialog());
var responses = new List<(uint Type, uint Context, bool Accepted)>();
using var controller = new GameplayConfirmationController(
factory,
(type, context, accepted) => responses.Add((type, context, accepted)));
Assert.True(controller.HandleRequest(
new GameEvents.CharacterConfirmationRequest(4u, 7u, "Alice invites you to join their fellowship.")));
Assert.Equal(
"Alice invites you to join their fellowship.",
string.Join(" ", Assert.IsType<UiText>(shown!.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider().Select(static line => line.Text)));
Assert.IsType<UiButton>(shown.FindElement(
RetailConfirmationDialogView.AcceptButtonId)).OnClick!();
Assert.Equal([(4u, 7u, true)], responses);
Assert.Equal(0u, controller.ActiveDialogContext);
}
/// <summary>
/// 2026-08-13 social gate round 2 (the AD-85 narrowing): with an
/// injected composer, types 1/4 render the StringTable-composed
/// sentence instead of ACE's bare name; the 2/3/5/6 " Continue?" family
/// never consults the composer; and a null compose result falls back to
/// the bare wire message.
/// </summary>
[Fact]
public void InjectedComposerWrapsTypes1And4_AndNeverTouchesContinueFamily()
{
var root = new UiRoot { Width = 800f, Height = 600f };
ImportedLayout? shown = null;
var factory = new RetailDialogFactory(root, _ =>
shown = FixtureLoader.LoadConfirmationDialog());
var composed = new List<uint>();
using var controller = new GameplayConfirmationController(
factory,
(_, _, _) => { },
(type, bareName) =>
{
composed.Add(type);
return type == 4u
? bareName
+ " has invited you to join their fellowship. Do you accept?"
: null;
});
Assert.True(controller.HandleRequest(
new GameEvents.CharacterConfirmationRequest(4u, 7u, "Alice")));
Assert.Equal(
"Alice has invited you to join their fellowship. Do you accept?",
string.Join(" ", Assert.IsType<UiText>(shown!.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider()
.Select(static line => line.Text)));
Assert.IsType<UiButton>(shown.FindElement(
RetailConfirmationDialogView.AcceptButtonId)).OnClick!();
// Null compose result (type 1 here) → the bare wire message.
Assert.True(controller.HandleRequest(
new GameEvents.CharacterConfirmationRequest(1u, 8u, "Bob")));
Assert.Equal(
"Bob",
string.Join(" ", Assert.IsType<UiText>(shown!.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider()
.Select(static line => line.Text)));
Assert.IsType<UiButton>(shown.FindElement(
RetailConfirmationDialogView.AcceptButtonId)).OnClick!();
// The " Continue?" family bypasses the composer entirely.
Assert.True(controller.HandleRequest(
new GameEvents.CharacterConfirmationRequest(2u, 9u, "Raise this skill?")));
Assert.Equal(
"Raise this skill? Continue?",
string.Join(" ", Assert.IsType<UiText>(shown!.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider()
.Select(static line => line.Text)));
Assert.Equal([4u, 1u], composed);
}
/// <summary>
/// Campaign FA slice FA5, item 3: verifies the allegiance-swear
/// confirmation (<c>ConfirmationType.AllegianceSwear</c>, type 1 —
/// <c>RecvNotice_SwearAllegianceRequest</c> ->
/// <c>Handle_Character__ConfirmationRequest @0x005640A0</c>'s case 1)
/// reaches this SAME generic controller, mirroring the type-4 test
/// above exactly — no allegiance-specific intercept exists (there
/// never was one to remove; D6's fellowship correction did not touch
/// type 1 at all, but FA5's own contract calls for this explicit check
/// since <c>SocialAllegiancePageController</c> is the new panel that
/// makes this path reachable). Type 1 is NOT in the 2/3/5/6 " Continue?"
/// suffix set, so with no composer injected the message renders verbatim
/// — ACE's own type-1 message is the target's BARE name (lane C §6.4:
/// <c>Player_Allegiance.cs:91</c>/<c>ConfirmationManager.cs:38</c>).
/// (Production now injects the StringTable template composer that wraps
/// the name into retail's full sentence — the 2026-08-13 AD-85
/// narrowing; this test remains the null-composer fallback contract.)
/// </summary>
[Fact]
public void AllegianceSwearRequest_Type1_OpensDialog_MessageVerbatim_AndSendsAcceptOnClose()
{
var root = new UiRoot { Width = 800f, Height = 600f };
ImportedLayout? shown = null;
var factory = new RetailDialogFactory(root, _ =>
shown = FixtureLoader.LoadConfirmationDialog());
var responses = new List<(uint Type, uint Context, bool Accepted)>();
using var controller = new GameplayConfirmationController(
factory,
(type, context, accepted) => responses.Add((type, context, accepted)));
Assert.True(controller.HandleRequest(
new GameEvents.CharacterConfirmationRequest(1u, 13u, "Bob")));
Assert.Equal(
"Bob",
string.Join(" ", Assert.IsType<UiText>(shown!.FindElement(
RetailConfirmationDialogView.MessageElementId)).LinesProvider().Select(static line => line.Text)));
Assert.IsType<UiButton>(shown.FindElement(
RetailConfirmationDialogView.AcceptButtonId)).OnClick!();
Assert.Equal([(1u, 13u, true)], responses);
Assert.Equal(0u, controller.ActiveDialogContext);
}
[Fact]
public void MatchingConfirmationDoneClosesDialogAndUnmatchedTupleDoesNothing()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var factory = new RetailDialogFactory(root, _ =>
FixtureLoader.LoadConfirmationDialog());
var responses = new List<(uint Type, uint Context, bool Accepted)>();
using var controller = new GameplayConfirmationController(
factory,
(type, context, accepted) => responses.Add((type, context, accepted)));
controller.HandleRequest(new GameEvents.CharacterConfirmationRequest(7u, 99u, "Proceed?"));
Assert.False(controller.HandleDone(
new GameEvents.CharacterConfirmationDone(7u, 100u)));
Assert.True(factory.IsOpen);
Assert.True(controller.HandleDone(
new GameEvents.CharacterConfirmationDone(7u, 99u)));
Assert.False(factory.IsOpen);
Assert.Equal([(7u, 99u, false)], responses);
}
[Fact]
public void FactoryReset_CompletesResponseBeforeSessionTupleIsForgotten()
{
var root = new UiRoot { Width = 800f, Height = 600f };
var factory = new RetailDialogFactory(root, _ =>
FixtureLoader.LoadConfirmationDialog());
var responses = new List<(uint Type, uint Context, bool Accepted)>();
using var controller = new GameplayConfirmationController(
factory,
(type, context, accepted) => responses.Add((type, context, accepted)));
controller.HandleRequest(
new GameEvents.CharacterConfirmationRequest(7u, 99u, "Proceed?"));
factory.Reset();
controller.ResetSession();
Assert.Equal(0u, controller.ActiveDialogContext);
Assert.Equal([(7u, 99u, false)], responses);
Assert.False(factory.IsOpen);
}
}