Block D of v1.12.0. The line between the two is the whole job, and I got it wrong once on the way: six cache fields on Tab looked dead because nothing writes them, and nothing writes them because AutoTellTabTint and TabTintCache went out with the chat window incf4705e. Deleting the fields would have cemented a loss instead of recording a decision. So they are back, and the sidebar uses them again: an auto-tell tab is tinted and glyphed from its partner, twelve colours against seven icons. Four open tells are no longer four identical envelopes in one colour. Their own header promised the same partner keeps its colour "across sessions" while hashing with string.GetHashCode, which .NET salts per process -- every game start reshuffled every tab. FNV-1a now, with a lowbias32 finalizer that is not decoration: without it a probe over 144 similar keys reached six of the twelve colours, because the caller takes the low bits with a modulo and FNV leaves those correlated. Three pinned values guard it, which is also the only assertion that can catch a regression to a salted hash. The same question, asked of the three hide conditions this block had quietly orphaned: HideDuringCutscenes, HideInBattle, HideWhenNotLoggedIn all had readers in v1.5.6 and lost them in the same commit. Two of them are states rather than conditions -- a cutscene the user dismissed stays dismissed until it ends, and combat must not seize a chat that is already hidden for another reason -- so they come back as a small state machine with eight pinned transitions, and three toggles whose labels were already translated in all 25 languages. Actually deleted, with a reader search each time: - Six per-tab hide fields. Their reader was the pop-out window and it stopped consulting them incf4705e. Per-tab was the wrong unit anyway: "hide during cutscenes" is a statement about the screen. - Tab.ChatCodes, whose migration the v16 schema gate had already made unreachable. - InactivityHideTimeout and InactivityHideActiveDuringBattle, MaxLinesToRender which had stopped bounding anything, and the 155 lines of Configuration.UpdateFrom with no caller at all. Config version 25, at all three places that carry it. No migration step: the gate only refuses anything under 16 and Json.NET drops keys it does not know, so the deleted fields simply stop being written. One thing a review pass caught that matters more than any of the above: the clone parity guard had gone hollow. It compares collections by count, ChatCodes was the only collection the probe seeded, and removing it left the guard comparing zero against zero. Verified by making Tab.Clone discard both remaining collections and watching every assertion stay green. The probe seeds them now, and the same sabotage fails as it should.
98 lines
3.6 KiB
C#
98 lines
3.6 KiB
C#
namespace HellionChat.Ui;
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// Deterministic hash-based color and icon tinting for Auto-Tell sidebar tabs.
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// Same tell partner (name+world) always produces the same color and icon across
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// sessions. Pure string logic, no Dalamud dependency — testable without game refs.
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internal static class AutoTellTabTint
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{
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// Fallback for invalid input (empty name or world=0). White matches
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// TextPrimary default so the sidebar stays visually consistent.
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public const uint Fallback = 0xFFFFFFFFu;
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// 12 saturated mid-bright colors from the built-in theme pool, readable
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// on dark backgrounds. Collision risk is low at realistic 1-5 active tells.
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// RGBA format, matching ColourUtil.RgbaToAbgr convention.
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public static readonly IReadOnlyList<uint> Palette = new uint[]
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{
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0x00BED2FFu, // Arctic Cyan
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0xF97316FFu, // Ember Orange
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0xB585FFFFu, // Light Cosmic Purple
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0xE374E8FFu, // Bloom Magenta
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0x5DD39EFFu, // Mint Green
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0xF0AD4EFFu, // Warning Yellow
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0xE85C6AFFu, // Coral
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0x5CB85CFFu, // Status Green
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0x6278FFFFu, // Bloom Blue
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0xC9982EFFu, // Warm Gold
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0x9CCB7CFFu, // Soft Sage
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0xE85D04FFu, // Deep Ember
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};
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public static uint For(string name, uint world)
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{
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if (string.IsNullOrEmpty(name) || world == 0)
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return Fallback;
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return Palette[(int)(StableHash($"{name}@{world}") % Palette.Count)];
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}
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// 7 visually distinct FA glyphs that make sense in a tell context.
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// Excludes cog/comment/users — those read as system or group tabs.
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public static readonly IReadOnlyList<string> IconPool = new[]
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{
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"envelope",
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"star",
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"heart",
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"bell",
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"bookmark",
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"flag",
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"fire",
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};
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// "envelope" matches the tell context better than the old hardcoded "clock".
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public const string IconFallback = "envelope";
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public static string IconFor(string name, uint world)
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{
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if (string.IsNullOrEmpty(name) || world == 0)
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return IconFallback;
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// Reversed key ("world@name") gives icon and color independent variation
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// so the same tell partner doesn't always get the same color+icon pair.
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// 7 icons x 12 colors = 84 distinct combinations.
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return IconPool[(int)(StableHash($"{world}@{name}") % IconPool.Count)];
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}
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// FNV-1a, not string.GetHashCode. The header of this file promises the same
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// partner produces the same colour "across sessions", and GetHashCode cannot
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// keep that: .NET salts string hashing per process, so every game start
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// would reshuffle every tell tab. The tests never caught it because they
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// only ever compared two calls inside one run.
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// Returns the full uint. The old int-based version masked off the sign bit
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// before its modulo; on a uint that mask only throws away a bit of entropy.
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private static uint StableHash(string key)
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{
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const uint offsetBasis = 2166136261u;
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const uint prime = 16777619u;
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var hash = offsetBasis;
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foreach (var b in System.Text.Encoding.UTF8.GetBytes(key))
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{
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hash ^= b;
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hash *= prime;
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}
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// Avalanche step, and not optional. FNV-1a alone leaves the low bits
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// correlated for keys that differ only slightly, and the caller takes
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// exactly those bits with a modulo -- a probe over 144 near-identical
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// keys reached only 6 of the 12 colours. With fmix32 it reaches all 12.
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hash ^= hash >> 16;
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hash *= 0x7feb352du;
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hash ^= hash >> 15;
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hash *= 0x846ca68bu;
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hash ^= hash >> 16;
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return hash;
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}
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}
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