acdream/tests/AcDream.Runtime.Tests/Gameplay
Erik bc43fb1d1d fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:

MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
  GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
  switch in, initial activation — instead of trusting the pre-login
  constructor word it was built with. Reset/tab-switch can now only
  restore values that were actually live at the last show. LockUI's
  host.Root.UiLocked one-shot mount seed now also converges on every
  PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
  (Ghosted when nothing changed, Normal when dirty, run once at bind so
  both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
  now read/write the same RuntimeCharacterOptionsState seam the Character
  tab uses instead of a disconnected client-local GameplaySettings copy —
  closes the "two writable copies" divergence. The three now-orphaned
  GameplaySettings fields and RuntimeSettingsController's mirror
  properties/SetCombatGameplay are deleted outright; the headless host's
  hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
  against the last value actually applied to the runtime target instead
  of the persisted GameplaySettings.LockUI snapshot, which could already
  match a server-derived request without ever having been pushed.

SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
  the one seam all of them funnel through), not just AddText's own
  callers — heard speech, emotes, Turbine channels, and combat text were
  previously missed. The prefix format escapes its colons and forces
  InvariantCulture instead of the culture-dependent TimeSeparator
  placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
  shaders, so Disable Distance Fog stops the sky dome's horizon band from
  blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
  doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
  class-name typo; the RunAsDefaultMovement doc comments now cite retail's
  actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
  (incl. || AutoRunActive with the option off), the per-page Apply/Reset
  enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
  test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
  (closing the panel before relogging is load-bearing); a new step
  documents the enable-gate sequence and the Combat-panel/Character-tab
  cross-check.

Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.

Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 05:30:26 +02:00
..
CharacterOptionTableTests.cs fix(runtime,net): OP1 review fixes — server-seed gate, tick-wired auto-save/logout flush, fellowship mutual exclusion 2026-08-11 00:39:51 +02:00
InteractionStateTests.cs refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
LocalPlayerImmediatePositionTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
LocalPlayerOutboundCombatStyleTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
PlayerMouseLookMovementTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
PlayerMovementControllerTests.cs fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes 2026-08-09 23:42:32 +02:00
PlayerOutboundPositionTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
PlayerPhysicsQuantumCaptureTests.cs fix(physics): port retail slope landing stop 2026-07-31 09:10:53 +02:00
RuntimeActionStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeActionTestFactory.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCharacterStateTests.cs feat(ui): Campaign OP slice OP4 — the Character tab 2026-08-11 04:31:34 +02:00
RuntimeCombatAttackStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatModeStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatTargetStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCommunicationStateTests.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
RuntimeGameplayOwnershipTests.cs fix(chat): CH1 review fixes — sbb-idiom channel catch-all, command-output typing 2026-08-09 16:03:13 +02:00
RuntimeHostileTargetQueryTests.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RuntimeInteractionTransactionStateTests.cs fix(vendor): grand-gate findings — wire-truth container counts, the live split bar, arrival-gated use, prepend-order race 2026-08-08 14:03:57 +02:00
RuntimeInventoryStateTests.cs refactor(runtime): close canonical gameplay ownership 2026-07-26 09:48:51 +02:00
RuntimeLocalPlayerFirstEntryStateTests.cs feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement 2026-08-04 16:00:10 +02:00
RuntimeLocalPlayerFrameControllerTests.cs fix(headless): #365 — collision-admission-open window drove the first-entry conductor into a permanent seal refusal 2026-08-10 11:34:36 +02:00
RuntimeLocalPlayerMovementStateTests.cs feat(ui): Campaign OP slice OP4 — the Character tab 2026-08-11 04:31:34 +02:00
RuntimeLocalPlayerPhysicsPublicationStateTests.cs fix(runtime): transient collision-seal failure no longer terminal for login (#357) 2026-08-09 12:32:53 +02:00
RuntimeSpellCastStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeVendorLifecycleTests.cs fix(vendor): gate-findings pass — the X button HIDES like retail, clicks return, the dropdown scrolls, pyreal suffix, staged-tab slots 2026-08-08 10:29:39 +02:00
RuntimeVendorRangeQueryTests.cs fix(runtime/core): Slice 5.3 review corrections — retirement/transit close, per-unit pricing, guarded auto-close dispatch 2026-08-07 16:15:57 +02:00
TurbineChatMembershipGateTests.cs fix(chat): CH4 review fixes — allegiance ownership guard, house-abandon confirmation 2026-08-09 21:59:35 +02:00
VendorShopItemMaterializerTests.cs fix(vendor): evidence-based pass — max-first stack ceiling; the local player resolves never-animated MoveTo targets 2026-08-08 17:17:04 +02:00