GetTellHistoryWithSender filters on Receiver and orders by Date DESC. Without a
matching index SQLite sorted the whole receiver history into a temp b-tree
before yielding row one -- measured 10 ms to first row against 9621 tells, all
of it under TabsListLock, which defeats the early break in the caller.
(Receiver, ChatType, Date) does not help: the ChatType IN filter sits between
the equality prefix and the sort column, so the temp b-tree stays. Verified on
a real database: plan now reads SEARCH ... USING INDEX idx_messages_receiver_date
with no sort step.
No SQL LIMIT -- an earlier 500-row cap was removed in v1.4.10 because it cut
less-frequent partners off the back of the window, and 83% of partners have
fewer than 21 tells in total.
The migration dispatcher is cumulative, so Migrate5 is appended to every
existing case, not just the new one.
ImGui sliders report a change in every frame the value moves, so dragging one
rewrote the full 31 KB config to disk per frame -- serialize, fsync and rename,
synchronously on the draw thread. Measured on Linux/Wine that showed up as a
114 ms frame while the plugin itself only drew for 2.9 ms; the rest was waiting
on the write.
The five shared slider helpers now defer SaveConfig to IsItemDeactivatedAfterEdit,
matching what ChatColourPicker already did for the colour wheel.
Renaming a tab needed its own path: the input lives inside a popup, and ImGui
never re-submits it when the popup is dismissed by clicking outside, so
IsItemDeactivatedAfterEdit would not fire and the new name would be lost. A
pending-rename marker scoped to the owning tab flushes it when the popup is
gone -- scoped, because every other tab's Draw reaches that branch too.
DeferredSaveFrames is removed: the debounce was fully wired but never armed,
and this approach makes it redundant.
The three sidebar/coupling steps add, insert and remove tabs straight from
the framework thread while the message worker mutates the same list under
TabsListLock. CurrentTabCouplingStep's Insert(0, ...) is the worst of them:
it shifts every index, so DropOldestTempTab can remove the wrong tab between
its index lookup and RemoveAt.
Locks sit around the individual mutations, never around a Draw call, so no
step holds the lock across rendering.
- gate keybind pill-sync on IsChannelOrExistingLinkshell so an empty
linkshell slot no longer desyncs the pill from the real send channel
- close manually-popped pop-out windows on logout via an IsOpen filter
instead of the PopOut flag (which manual pops never set)
- read the router's tell-tab lookup through a lock-wrapped accessor so the
framework thread cannot enumerate Config.Tabs mid worker-thread mutation
- add a "switch on every tell" toggle (default on) and make the auto-open
mode pick the matching layout, so Sidebar vs Top-tab are distinct
- comment corrections (stale/contradictory text, TEST-MIRROR path depth)
The eye/hide button now hides the HellionChat window (runtime-only, via a new
DrawConditions gate) instead of toggling native-chat suppression, matching 1.5.6.
The chat-activation keybind (Enter / "/"), whose dispatch was a dead stub in the
KeybindManager since the v1.6.0 rewrite, is re-wired to MainWindow.ActivateChat:
it un-hides, opens if closed, brings the window to front and focuses the input --
so the chat reacts to Enter again from any state. /hellion is a reliable one-press
recovery (Toggle now clears the hide), and the window always shows on login
(start state no longer read from the persisted flag). Adds HideRestoreSelfTestStep.
Re-wires four 1.5.6 settings that survived the v1.6.0 rewrite as dormant config
fields but lost their UI + consumers:
- ShowTitleBar / ShowPopOutTitleBar: gate ImGuiWindowFlags.NoTitleBar on the main
window (ResolveFlags) and pop-out windows (new PreDraw). Inverted logic matches
1.5.6 (flag set only when the toggle is off).
- ShowHideButton: gate the input-bar hide button on the toggle.
- Use24HourClock: add the toggle (MessageList already consumes the field).
New 'Window style' section in WindowTab; Use24HourClock in ChatTab display modes.
MainWindowFlagsStep extended with the NoTitleBar fresh-base contract.
Brings back the 1.5.4 quick-picker lost in the v1.6.0 rewrite: a palette button
in the input-bar button row (left of the cog) opens a popup that switches the
theme (built-in + custom, active row checked) and jumps between chat tabs without
opening settings. Theme switch mirrors the settings ThemePicker; the tab jump
routes through a new MainWindow.ActivateTab that replays the click path
(previous -> set -> OnTabActivated) so tell/unread handling is unchanged. Main
window only -- pop-out InputBars get a null picker. Adds QuickPickerSelfTestStep.
Brings back the 1.5.6 per-channel colour editor lost in the v1.6.0 rewrite:
presets (incl. brand styling), per-ChatType reset/import-from-game/colour-edit
over Config.ChatColours, the colour-selected-input-channel toggle, and the
theme adopt-banner. The colour-edit drag recolours live but defers SaveConfig
to release (IsItemDeactivatedAfterEdit) to avoid a per-frame full-config write.
The v1.8.x sidebar/top-bar rebuild never re-rendered the unread dot, so inactive tabs showed no badge even though the counter was tracked. Draw it again top-right of the tab icon in both Sidebar and TopTabBar, gated on !active && UnreadMode != None && Unread > 0, and zero the active tab's counter every frame (1.5.6 convention) so the dot only ever shows on tabs you are not looking at.
The unread decision moves to MessageManager.ShouldCountUnread and snapshots the active tab + whether it shows the message once before the loop: Unseen suppresses unread on an inactive tab only when the active (real, post-F2) tab also shows that message. Adds SidebarUnreadDotStep (render) and UnreadDecisionStep (decision) self-tests (step count 32 -> 34).
Plugin.CurrentTab now delegates to MainWindow.ActiveTab (fallback Tabs[0]) instead of the never-assigned LastTab index, so the game hooks, unread tracking, notification sounds, InputDisabled and Foray/Eureka paths all operate on the tab the user actually has selected. The dead LastTab/WantedTab fields and both WantedTab writes are removed.
A reference-based MainWindow.ResetActiveTabIfRemoved repairs the active-tab reference on eviction/logout (immune to the SaveConfig temp-tab strip window). The worker-thread eviction path marshals it onto the framework thread so the strip mutation serializes with Draw; logout is already framework-thread. The Draw-seed gains a lazy re-seed for a wholesale config swap. Adds CurrentTabCouplingStep (headless) and the interactive CurrentTabGuidedStep self-test (step count 30 -> 32).
OnTabActivated clears the runtime tell state the game-side detour leaves on a tab (CurrentChannel tell target + partner label) when a DIFFERENT tab becomes the input surface, so a normal typed line can no longer route as a silent /tell to the old partner. Re-clicking the active tab and tabs carrying their own Tab.TellTarget binding (leg1) are preserved.
All four activation paths route through it: Sidebar, TopTabBar, ChannelPopoutPool.TryOpen, and the MainWindow draw-seed. EnsureCurrentChannel becomes a pure derive-helper reached only via OnTabActivated. Adds the TellResetOnActivateStep self-test (step count 29 -> 30).
Branch start for the LastTab-Decoupling fix cycle. csproj <Version> and repo.json AssemblyVersion + TestingAssemblyVersion go 1.8.5 -> 1.8.6. DownloadLinks and Changelog stay release-deferred on v1.5.6.
Input-bar tells went out as a bare "/t" without the target, so the game
rejected them with "you must add the World name". Rebuild the full
"/tell name@world" from the 1.5.6 target chain in a pure BuildOutgoing:
- leg2/leg3 gated on current == Tell so a stale tell target on a Say tab
can't send a say line silently as /tell (CORR-1)
- world-resolve gate: an unresolvable world falls back to the channel
prefix, never "/tell name@ text" (COMP-1)
- ResetTempChannel after the send, tell-only
Also clear the runtime tell state on PromoteToPermanent so a promoted tab
can't route a typed line to the old partner, and surface the tell partner
("-> name@world") in the channel pill so a misfire stays visible. Adds
tell-routing and pill-transparency self tests.
v1.7.0 component-layer refactor removed ChatLogWindow.cs (which housed
the auto-translate popup) and dropped Ui/AutoCompleteInfo.cs without
migrating the logic into the new InputBar component — v2.x spec §3
said "LÖSCHEN + Logik migrieren", but only the deletion happened.
Result: Tab key did nothing in v1.7.1, and even manually typed
<at:group,key> tokens were never resolved into real auto-translate
payloads on send.
Root cause confirmed empirically via VN-1 diagnostic build
(_logger.LogDebug in SlashCommandCallback proved CallbackCompletion
fires on Tab once the flag is set). Following the diagnose-zuerst
pattern established by Issue #3 to avoid the source-code-only
hypothesis trap from Issue #2.
Migration follows v1.5.6 ChatLogWindow.DrawAutoComplete + ChatTwo
upstream AutoCompleteHandler patterns, but ported to v1.7.0 stil:
- ImGuiInputTextFlags extended with CallbackCompletion (Tab trigger)
and CallbackAlways (cursor restore via _activatePos analog v1.5.6
ActivatePos)
- SlashCommandCallback now dispatches three branches: CallbackAlways
(cursor restore), CallbackCompletion (Tab → word-boundary search
via Encoding.UTF8.GetString on the byte span, char-offset DTO
construction to avoid the byte-vs-char drift in v1.5.6's raw
pointer arithmetic), CallbackEdit (existing slash-command help
detection, now properly scoped)
- 7 new private state fields (_autoCompleteInfo, _autoCompleteOpen,
_autoCompleteList, _fixCursor, _autoCompleteSelection,
_autoCompleteShouldScroll, _activatePos)
- DrawAutoCompletePopup renders the picker at the end of Draw():
IsWindowAppearing seeds _fixCursor + focus, ListClipper-wrapper
from Util/SearchSelector.cs (IDisposable, automatic Destroy) for
the result list, Ctrl+0-9 quick-pick, Enter/Escape handling,
char-splice commit (_pendingMessage = before + replacement + after)
- AutoCompleteCallback handles popup-input-field fix-cursor seeding,
Up/Down navigation with wrap-around, Tab cycle in the default case
- TrySend now runs AutoTranslate.ReplaceWithPayload(ref bytes) and
sends via ChatBox.SendMessageUnsafe(byte[]) with a manual 500-byte
guard, because SendMessage(string) would route through SanitiseText
which destroys the binary SeString macro bytes that
ReplaceWithPayload emits
- AutoCompleteInfo DTO added as sealed internal companion type at the
end of InputBar.cs (15 LOC, exclusively consumed by InputBar);
ToComplete is a mutable field rather than auto-property so it can
be passed as ref to ImGui.InputTextWithHint without CS0206
Verified in-game (Flo): Tab on empty input opens picker with full
list, "fire" + Tab filters correctly, Up/Down/Tab navigate, Enter
commits <at:group,key>, send resolves to real auto-translate payload
in chat, Ctrl+0-9 quick-pick works, Escape closes without commit.
dotnet build clean, dotnet csharpier check clean.
Single minor plan-drift: scroll-to-selected uses
ImGui.SetScrollY(selection * lineHeight) instead of
SetScrollFromPosY(clipper.StartPosY) because the local
ListClipper-wrapper does not expose StartPosY — same UX effect.
The AddonChatLog.OnRefresh hook is registered and fires correctly
when the user picks "Link item" from the inventory right-click menu
in-game. The detour extracts addIfNotPresent="<item>" from the
AtkValue array — verified empirically via a temporary _logger.LogDebug
diagnostic build (eventId=31 valueUInt=C addIfNotPresent=<item>).
Pre-fix the extracted value was discarded with `_ = addIfNotPresent;`
and a comment "Chat-window Activated integration is offline until the
new chat layer surfaces an Activated entry point." The Activated entry
point on the new v1.7.0 component layer has existed since that cycle
(InputBar.AppendPending + InputBar.Activate, same pattern as
PayloadHandler.DrawStatusPopup:546-549), but the rewiring was forgotten
when ChatLogWindow.Activated() was removed.
Route addIfNotPresent through InputBar.AppendPending with a
v1.5.6-equivalent !PendingMessage.Contains() guard to prevent
double-insertion on repeated OnRefresh events. Activate = true marks
the input bar for ImGui.SetKeyboardFocusHere on the next draw, so the
user can immediately keep typing after the link is inserted.
Verified in-game: right-click "Link item" on multiple inventory items
inserts <item> into the HellionChat input bar, repeated link insertion
does not produce <item><item>, MainWindow gains keyboard focus.
Seit dem v1.7.0-Components-Layer-Refactor lebte der PayloadHandler-
Popup-Render in MainWindow.Draw als _messages.DrawHandlerPopups()-
Aufruf nach dem ##hellion-body-Child-Close. ImGui.OpenPopup (in
RightClickPayload, innerhalb ##hellion-main-area-Child) und
ImGui.BeginPopup (in PayloadHandler.DrawPopups, im MainWindow-Root
nach Child-Close) hashed die Popup-ID per g.CurrentWindow->GetID(...)
window-relativ — also unterschiedlich. OpenPopupStack-Eintrag wurde
nie gefunden, popup.Success blieb false, _popup wurde auf null
zurückgesetzt. Alle vier Popup-Switch-Cases waren tot: URL-Rechtsklick,
Player, Item (inkl. EventItem-Subpfad), Status.
Fix nach v1.5.6/ChatTwo-Pattern: _handler?.Draw() ans Ende von
MessageList.Draw() verschieben. MessageList läuft im
##hellion-main-area-Scope und öffnet selbst kein Child, also teilen
OpenPopup und BeginPopup denselben Window-Stack. ID-Hash matched,
Popup rendert.
DrawHandlerPopups-Wrapper aus MessageList und der Aufruf in
MainWindow.Draw entfallen — kein toter Code mehr (grep
DrawHandlerPopups: 0 Treffer).
Hypothese verifiziert gegen imgui.h:845 + imgui.cpp:12282+12528
(beide BeginPopup-Hash und OpenPopup-Hash sind window-relativ),
v1.5.6 ChatLogWindow.cs:1667 (handler.Draw im
##chat2-messages-Child), ChatTwo ChatLog.Window.cs:620 (identisches
Pattern). Reader-Lock auf tab.Messages bleibt während DrawPopups
gehalten — identisch zu v1.5.6-Semantik.
Verifiziert in-game (Flo): Linksklick auf URL öffnet Browser direkt
(v1.5.6-konform), Rechtsklick öffnet wieder das Kontext-Popup. dotnet
build clean, dotnet csharpier check clean.
Plan-Runde 1 dieses Cycles (4-LOC-Reroute LeftClick → RightClickPayload)
wurde verworfen weil empirischer Test zeigte dass auch Rechtsklick
broken war — der Reroute hätte das Symptom nur sichtbarer gemacht
ohne die Root-Cause zu adressieren.
InputPreview was only rendered for PreviewPosition.Top/Bottom (the
DrawConditions IsWindowMode gate). Inside-mode (the default) and
Tooltip-mode had no caller at all because v1.5.6's inline-render path
lived on the deleted ChatLogWindow and was not migrated to the v1.7.0
Components-Layer.
Wire Inside-mode by calling CalculatePreviewHeight + DrawPreview
inline from MainWindow.DrawMainArea between the message-list child
and the input bar, with the message-list height reserved for the
preview block. Wire Tooltip-mode by sampling IsItemHovered() on the
input text widget inside InputBar.DrawInputField (analog to the
existing _isFocused = ImGui.IsItemFocused() idiom on the same line)
and exposing it as WasInputTextHovered; MainWindow opens the tooltip
after _input.Draw when both the hover-flag and PreviewPosition.Tooltip
are active.
Plan-drift acknowledged: the plan stated Plugin.InputPreview is
statically reachable, but the property was declared as an instance
member on Plugin.cs:101. Hoisted to internal static to match the
plan's intention (analog to Plugin.Config); updated the single
external instance-access site in PluginLifecycle.RegisterWindows
to the type-qualified form.
Verified in-game: Inside-mode preview block appears between message
list and input bar on first keystroke; tooltip-mode shows preview on
text-field hover only; Top/Bottom-mode unchanged; empty buffer hides
the preview in all modes. dotnet build clean, dotnet csharpier check
clean.
J + J2 closed a singleton cycle:
InputBar.ctor -> CommandHelpWindow (J2)
CommandHelpWindow.ctor -> MainWindow (J)
MainWindow.ctor -> InputBar (pre-existing)
MS.DI does not detect cycles through FactoryCallSite registrations,
so resolution recursed silently on the async plugin-init thread until
the worker died with an uncatchable StackOverflowException. Dalamud's
LoadAsync task never resolved; the plugin UI hung on "Enabling..."
with no exception in the log. First triggered at Plugin.cs:289
(TypingIpc.ctor needs InputBar).
Fix: break the cycle on the laziest edge.
- CommandHelpWindow.ctor no longer takes MainWindow.
- New AttachMainWindow setter wired in
CommandHelpWindowInitHostedService.StartAsync, mirroring the
existing §6.2 MessageList.AttachPayloadHandler pattern.
- UpdateContent throws InvalidOperationException if the setter
never ran, so a future regression fails loudly instead of a
silent NullRef during input draw.
Also enable UseDefaultServiceProvider(ValidateOnBuild + ValidateScopes)
so future ConstructorCallSite cycles throw at Build time instead of
silently hanging. Catches reflection-based registrations; will not
catch FactoryCallSite cycles like this one (those still need code review).
Verified via 6 enable/disable cycles in-game; plugin loads cleanly,
Hosting starts, FilterAllTabs completes, command help popup renders
for /em and /say (exercises AttachMainWindow), hover counter ticks
(exercises PayloadHandlerInitHostedService AddonLifecycle wiring).
A2 completes the deferred Lender-cycle from A1 and addresses the
handler.Draw() gap identified in I code-quality-review:
- MainWindow ctor takes Lender<PayloadHandler> as new param (DI-reg
extended in PluginHostFactory); _handlerLender.ResetCounter() called
at top of Draw() as primary pool-reset path (InputPreview has the
secondary defensive fallback for MainWindow-closed edge case)
- MessageList.DrawHandlerPopups() new passthrough method
(=> _handler?.Draw()) provides the per-frame popup-tick that
PayloadHandler needs to render the right-click context popup;
MainWindow.Draw() calls it after the message-list body renders
Without this fix, right-clicking a player/item/status in the chat log
would silently fail to open a popup (handler.Draw() never fired for the
MessageList's _handler). Phase 3 smoke steps 3/4/5 unblocked.
Polish-Sweep + Smoke-Gate are the last cycle-tasks.
J2 closes the trigger-gap discovered in J review (2026-05-27): J
migrated CommandHelpWindow as a window but the v1.5.6 trigger-path
was never ported. J2 restores it:
- InputBar.cs adds ImGuiInputTextFlags.CallbackEdit + character-level
callback that reads data.BufTextSpan, detects /-prefix, extracts
command word, and calls _commandHelpWindow.Value.UpdateContent(desc)
- AllCommands.cs (new file, 1:1 port from v1.5.6) populates a static
Dictionary<string, TextCommand> from Sheets.TextCommandSheet at
startup; Plugin.CommandManager.Commands is the fallback for
non-hardcoded commands
- CommandHelpWindow injected into InputBar via Lazy<T> ctor param to
break the InputBar <-> CommandHelpWindow circular dep; PluginHostFactory
DI-reg extended with the Lazy wrapper accordingly
Closes the smoke-step-9 gap. Phase-3 windows are now all reachable
end-to-end (R1 InputPreview, R2 CommandHelpWindow, R3 DebuggerWindow).