The core now loads the player's own `Interface\FrameXML\FrameXML.toc` off their chain, row by row in its order (`0x6edb90`, from `UI_Init` at `0x48ffed`), instead of benilla's copy of the list, and `benilla.toc` is gone. Order is observable in 1.12.1: event listeners run in registration order, children are kept in creation order, and hit-test ties go to the earlier frame. - The world VM starts bare: `GlobalStrings.lua` and `Fonts.xml` load as the toc's first rows. The boot VM keeps `GlobalStrings.lua` and the emote tokens, and no longer loads `Fonts.xml`, which nothing reads there (#307). - A chain without `FrameXML.toc` builds no stock UI and still loads the layer and addons, as the reference does (`"Couldn't open %s"`, severity 2, return unread); benilla reports it as an error. - Every test kit now loads in the production order, `FrameXML.toc`'s rows then `layer.toc`'s, and a guard fails any kit that loads out of it. Two tests whose premises the stock order disproves are gone. - `scripts/smoke.sh` counts VMs by the VM marker, since `Fonts.xml` now loads once per world VM. Verified: new tests for the load list against the chain toc and a reordered fixture toc, the missing-toc case, and two stock frames on one event running in the toc's order (ExhaustionTick before PlayerFrame on `PLAYER_UPDATE_RESTING`), each failing on main's order. A before/after dump of globals, frames, draw order, event listeners and saved variables differs only in stock-order effects: the reordered listeners and children, draw-order ties between non-overlapping frames, and `UnitPopup`'s quality colours now sharing the live tables. `scripts/gates.sh` and `scripts/smoke.sh` are green, and live before/after runs show 0 errors and identical warnings. Built on macOS; no platform seam touched. Fixes #555 Fixes #307 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
131 lines
4.2 KiB
Rust
131 lines
4.2 KiB
Rust
//! The stock tutorial alerts and window (`TutorialFrame.xml`), driven by `TUTORIAL_TRIGGER`.
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use benilla_ui::script::{ScriptValue, UiScript};
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use super::test_ui::load_ui as load_xml;
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fn session() -> UiScript {
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let mut s = UiScript::new().unwrap();
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s.set_screen_size(1024.0, 768.0);
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s.run("function PlaySound() end").unwrap();
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for f in [
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"Interface\\FrameXML\\GlobalStrings.lua",
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"Interface\\FrameXML\\Fonts.xml",
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"Interface\\FrameXML\\Localization.xml",
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"Interface\\FrameXML\\BasicControls.xml",
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"Interface\\FrameXML\\LocaleProperties.lua",
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r"Interface\FrameXML\UIParent.xml",
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r"Interface\FrameXML\MoneyFrame.lua",
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r"Interface\FrameXML\MoneyFrame.xml",
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"Interface\\FrameXML\\GameTooltip.xml",
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r"Interface\FrameXML\UIPanelTemplates.lua",
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r"Interface\FrameXML\UIPanelTemplates.xml",
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"Interface\\FrameXML\\TutorialFrame.xml",
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] {
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load_xml(&s, f);
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}
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s.resolve();
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s
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}
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fn visible(s: &UiScript, frame: &str) -> bool {
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s.eval::<bool>(&format!("return {frame}:IsVisible()"))
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.unwrap()
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}
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fn trigger(s: &mut UiScript, published: i64) {
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s.fire_event("TUTORIAL_TRIGGER", vec![ScriptValue::Int(published)]);
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}
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/// The click's `FlagTutorial` takes the published id; the app drains it 0-based.
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#[test]
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fn a_trigger_queues_an_alert_whose_click_opens_the_window_and_flags_it() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = session();
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assert!(!visible(&s, "TutorialFrameAlertButton1"));
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assert!(!visible(&s, "TutorialFrame"));
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trigger(&mut s, 41);
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assert!(
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visible(&s, "TutorialFrameAlertButton1"),
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"the alert button shows"
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);
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assert_eq!(
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s.eval::<String>("return TutorialFrameAlertButton1.tooltip")
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.unwrap(),
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"Elite Quests"
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);
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trigger(&mut s, 42);
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assert!(
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visible(&s, "TutorialFrameAlertButton2"),
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"a second id takes the next button"
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);
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s.run("TutorialFrameAlertButton1:Click()").unwrap();
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assert!(visible(&s, "TutorialFrame"), "the click opens the window");
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assert_eq!(
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s.eval::<String>("return TutorialFrameTitle:GetText()")
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.unwrap(),
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"Elite Quests"
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);
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assert!(s
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.eval::<String>("return TutorialFrameText:GetText()")
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.unwrap()
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.starts_with("You have accepted an elite quest"));
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assert_eq!(
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s.take_tutorial_flag_requests(),
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vec![40],
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"FlagTutorial(41) → the 0-based id"
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);
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assert!(
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!visible(&s, "TutorialFrameAlertButton1"),
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"the clicked alert is spent; the other stays"
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);
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assert!(visible(&s, "TutorialFrameAlertButton2"));
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// Okay hides it; the checkbox is ticked, so nothing is cleared.
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s.run("TutorialFrameOkayButton:Click()").unwrap();
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assert!(!visible(&s, "TutorialFrame"));
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assert_eq!(s.take_tutorial_clears(), 0);
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}
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/// Hiding with "Display Tips" unticked clears every tutorial (`TutorialFrame.lua:7`).
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#[test]
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fn an_unticked_checkbox_clears_the_tutorials_on_hide() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = session();
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trigger(&mut s, 41);
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trigger(&mut s, 42);
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s.run("TutorialFrameAlertButton1:Click()").unwrap();
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let _ = s.take_tutorial_flag_requests();
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s.run("TutorialFrameCheckButton:SetChecked(nil) TutorialFrame:Hide()")
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.unwrap();
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assert_eq!(s.take_tutorial_clears(), 1, "ClearTutorials() on hide");
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assert!(
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!visible(&s, "TutorialFrameAlertButton2"),
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"every alert dropped"
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);
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}
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/// `CINEMATIC_STOP` clicks a queued Welcome alert, id 42, and centres the window
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/// (`TutorialFrame.lua:104`).
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#[test]
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fn cinematic_stop_opens_the_welcome_window() {
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let _data = benilla_formats::wow_data_or_skip!();
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let mut s = session();
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trigger(&mut s, 42);
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trigger(&mut s, 1);
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s.fire_event("CINEMATIC_STOP", vec![]);
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assert!(visible(&s, "TutorialFrame"));
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assert_eq!(
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s.eval::<String>("return TutorialFrameTitle:GetText()")
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.unwrap(),
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"Welcome to World of Warcraft!"
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);
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assert_eq!(s.take_tutorial_flag_requests(), vec![41]);
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assert!(
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visible(&s, "TutorialFrameAlertButton2"),
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"the Questgivers alert stays queued"
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);
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}
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