fix(tabs): rehydrate pinned TempTab tell-targets after reload

Smoke-test (Jin's scenario) surfaced two coupled bugs in v1.4.7 pin
persistence:

1. The chat input couldn't send to the pinned partner after a reload.
   Tab.CurrentChannel is NonSerialized, so it came back as a fresh
   UsedChannel with TellTarget=null even though tab.TellTarget (the
   persisted twin) was intact. The game-side channel hook only repaints
   CurrentChannel on a /tell or channel switch, so the pinned tab sat
   there mute until the user manually re-bounced the channel.

2. An incoming tell from the pinned partner spawned a *second* TempTab
   instead of routing into the existing pinned one. The Name+World
   lookup in FindTempTab was vulnerable to any round-trip nuance on
   tab.TellTarget — the fallback path now matches by tab name, which
   FormatTabName pins at spawn time.

Fix:
- AutoTellTabsService.Initialize now calls RehydratePinnedTabs() after
  the Phase-2 wiring lands, seeding tab.CurrentChannel.TellTarget +
  Channel from the persisted tab.TellTarget. Channel is also defaulted
  to InputChannel.Tell on the tab record so the chat-input bar paints
  Tell mode immediately on first selection.
- FindTempTab gained a Name-based fallback for the case where the
  primary TellTarget lookup misses (e.g. a pinned tab whose TellTarget
  didn't round-trip cleanly through an old save).
- HandleTell self-heals: when the fallback matches a pinned tab with a
  missing TellTarget, the tab is repaired from the live partner data
  and persisted, so subsequent messages take the fast path.

Build-suite coverage was attempted (PinnedTabJsonRoundtripTests) but
Tab + TellTarget are both Dalamud-coupled — Newtonsoft's reflection
walk loads Dalamud.dll which isn't available in the xUnit AppDomain
(documented in feedback_dalamud_test_isolation). Verification stays on
the ingame smoke path.
This commit is contained in:
2026-05-13 09:53:27 +02:00
parent 69fa0fecbd
commit 799fdb67cc
+52 -3
View File
@@ -52,11 +52,33 @@ internal sealed class AutoTellTabsService : IDisposable
return;
}
// Pinned tabs come out of the JSON with TellTarget set but
// CurrentChannel reset (NonSerialized). Without re-seeding, the chat
// input has no tell-target on the active pinned tab, and the
// game-side channel hook only repaints CurrentChannel once the user
// triggers a /tell or channel switch.
RehydratePinnedTabs();
_messageManager.MessageProcessed += HandleTell;
Plugin.ClientState.Logout += OnLogout;
_initialized = true;
}
private static void RehydratePinnedTabs()
{
foreach (var tab in Plugin.Config.Tabs)
{
if (!TabLifecycleHelpers.IsInPinnedPool(tab))
continue;
if (tab.TellTarget is null || !tab.TellTarget.IsSet())
continue;
tab.Channel ??= InputChannel.Tell;
tab.CurrentChannel.Channel = InputChannel.Tell;
tab.CurrentChannel.TellTarget = tab.TellTarget.Clone();
}
}
public void Dispose()
{
if (!_initialized)
@@ -102,7 +124,23 @@ internal sealed class AutoTellTabsService : IDisposable
var existing = FindTempTab(partner.Value.Name, partner.Value.World);
if (existing != null)
{
// Already routed via MessageManager pipeline
// Already routed via MessageManager pipeline. Repair the
// tell-target if the fallback hit a pinned tab whose
// TellTarget didn't survive a previous round-trip — keeps
// FindTempTab fast on the next message.
if (
existing.IsPinned
&& (existing.TellTarget is null || !existing.TellTarget.IsSet())
)
{
existing.TellTarget = new TellTarget(
partner.Value.Name,
partner.Value.World,
0,
TellReason.Direct
);
_plugin.SaveConfig();
}
return;
}
@@ -152,14 +190,25 @@ internal sealed class AutoTellTabsService : IDisposable
return null;
}
private Tab? FindTempTab(string name, uint world)
private static Tab? FindTempTab(string name, uint world)
{
return Plugin.Config.Tabs.FirstOrDefault(t =>
var byTarget = Plugin.Config.Tabs.FirstOrDefault(t =>
t.IsTempTab
&& t.TellTarget != null
&& string.Equals(t.TellTarget.Name, name, StringComparison.OrdinalIgnoreCase)
&& t.TellTarget.World == world
);
if (byTarget != null)
return byTarget;
// Fallback: match by tab name. Pinned tabs are named via
// FormatTabName(player, world) at spawn time, so the name is a
// stable secondary key when TellTarget didn't survive a save/load
// (older configs from a renamed pin, malformed migrations, etc.).
var expectedName = FormatTabName(name, world);
return Plugin.Config.Tabs.FirstOrDefault(t =>
t.IsTempTab && string.Equals(t.Name, expectedName, StringComparison.OrdinalIgnoreCase)
);
}
internal void DropOldestTempTab()