Restore free-play cancellation prompt and map emulator touch coordinates
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@@ -91,6 +91,8 @@ namespace MagnetismHeroes.Tests
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Assert.That(Vector3.Distance(_app.Presenter.Balls[states[0].id].transform.position, _app.Presenter.Balls[states[1].id].transform.position), Is.EqualTo(1).Within(.001f));
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Assert.That(_app.Presenter.Balls.Values.All(ball => !ball.ContactCandidate), Is.True);
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Assert.That(_app.GetComponentsInChildren<GroupBadge>().Length, Is.EqualTo(1));
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Tap(states[0].id); _app.Input.BeginSplit(); Tap(states[0].id); _app.Input.CancelSplit();
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Assert.That(_app.Instruction, Is.EqualTo("해냈어! 친구와 자유롭게 놀아 보자."));
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}
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[UnityTest] public IEnumerator FourteenDisconnectedSelectionThenMergeIsAcceptedByFinalNumbers()
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{
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@@ -142,6 +142,7 @@ namespace MagnetismHeroes.UnityRuntime.Bootstrap
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_cancelSplitButton.gameObject.SetActive(_input.IsSplitting);
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if (_input.IsSplitting) _instruction.text = $"선택 {_input.SelectedCount} · 구를 골라 끌어내 보자.";
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else if (Session.Board?.Mode == BoardMode.Composition) _instruction.text = "붙이거나 나누어 목표 친구를 만들어 보자.";
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else if (Session.Board?.Mode == BoardMode.FreePlay) _instruction.text = "해냈어! 친구와 자유롭게 놀아 보자.";
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_presenter.ShowSelection(_input.SelectedIds);
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}
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private void OnApplicationPause(bool paused)
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@@ -33,8 +33,6 @@ namespace MagnetismHeroes.UnityRuntime.Interaction
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private float _pinchDistance;
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private int _fingerId = -1;
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private bool _waitForAllTouchesReleased;
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private int _diagnosticEvents;
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private bool _diagnosticReady;
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private int _pinchFirstId = -1, _pinchSecondId = -1;
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private readonly struct TouchContact
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{
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@@ -164,7 +162,6 @@ namespace MagnetismHeroes.UnityRuntime.Interaction
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private void RecordTouch(Finger finger)
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{
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if (AcceptInput && _diagnosticEvents++ < 16) Debug.Log($"[CompositionInput] callback {finger.lastTouch.phase} screen={finger.screen?.name} current={Touchscreen.current?.name} gesture={_gesture}");
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if (!AcceptInput || finger.screen != Touchscreen.current) return;
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// Copy each official history callback before later events overwrite the native touch slot.
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var touch = finger.lastTouch;
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@@ -231,7 +228,6 @@ namespace MagnetismHeroes.UnityRuntime.Interaction
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private void Update()
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{
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if (AcceptInput && !_diagnosticReady) { _diagnosticReady = true; Debug.Log($"[CompositionInput] ready enabled={enabled} touchscreen={Touchscreen.current?.name} enhanced={EnhancedTouchSupport.enabled}"); }
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if (!AcceptInput) { _touchEvents.Clear(); _touches.Clear(); return; }
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bool hadTouches = _touchEvents.Count > 0, suppressRestOfFrame = false;
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while (_touchEvents.Count > 0)
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@@ -259,7 +255,6 @@ namespace MagnetismHeroes.UnityRuntime.Interaction
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}
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private void OnEnable()
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{
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Debug.Log("[CompositionInput] subscribing");
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EnhancedTouchSupport.Enable();
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UnityEngine.InputSystem.EnhancedTouch.Touch.onFingerDown += RecordTouch;
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UnityEngine.InputSystem.EnhancedTouch.Touch.onFingerMove += RecordTouch;
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@@ -64,7 +64,7 @@ try {
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Step 'six-initial-face-number' @('shell','input','tap','480','560') 1200
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$sixBefore=Save 'six-before'; Check 'six-real-initial' ((($sixBefore.puzzleStates[0].groups | ForEach-Object {$_.ballIds.Count}) -join ',') -eq '1,1') 'Two initial singleton groups'
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# Hold real Android touch while observing the contact candidate; no runtime control server.
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Touch @(1009,510,401,1); Start-Sleep -Milliseconds 100; Touch @(1291,510,401,1); Step 'six-contact-candidate'
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Touch @(1009,510,401,100); Start-Sleep -Milliseconds 100; Touch @(1291,510,401,100); Step 'six-contact-candidate'
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$preview=Save 'six-preview'; Check 'six-preview-not-saved' (SameJson $preview $sixBefore) 'Preview JSON equals committed initial JSON'
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Touch @(1291,510,401,0); Step 'six-success-face-number'
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$six=Save 'six-success'; Check 'six-final-two' ($six.completedStageIds -contains 6 -and $six.puzzleStates.Count -eq 0 -and $six.latestFreePlay.groups.Count -eq 1 -and $six.latestFreePlay.groups[0].ballIds.Count -eq 2) 'Completed6; one2 group; no unfinished'
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@@ -79,12 +79,12 @@ try {
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Step 'ten-all-selection-drag' @('shell','input','swipe','1120','510','850','510','500')
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Check 'ten-all-unchanged' (SameJson $tenBefore (Save 'ten-all-after')) 'Entire selection preserves JSON'
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Step 'ten-deselect-right' @('shell','input','tap','1280','510'); Step 'ten-selected-count-face-number'
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Touch @(1120,510,411,1); Start-Sleep -Milliseconds 100; Touch @(900,510,411,1); Step 'ten-split-preview'
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Touch @(1120,510,411,100); Start-Sleep -Milliseconds 100; Touch @(900,510,411,100); Step 'ten-split-preview'
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# UI cancel is a separate product action; release first restores invalid/outside gesture via a real edge release.
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Touch @(2500,510,411,0); Step 'ten-outside-cancel'
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Check 'ten-outside-cancel-unchanged' (SameJson $tenBefore (Save 'ten-outside-after')) 'Off-board release keeps committed JSON'
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Step 'ten-select-again' @('shell','input','tap','1120','510'); Step 'ten-split-again' @('shell','input','tap','312','832'); Step 'ten-selection-again' @('shell','input','tap','1120','510')
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Touch @(1120,510,421,1); Touch @(1030,510,421,1); Touch @(1390,510,422,1)
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Touch @(1120,510,421,100); Touch @(1030,510,421,100); Touch @(1390,510,422,100)
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Touch @(1030,510,421,0,1390,510,422,0); Step 'ten-pinch-switch'
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$pinch=Save 'ten-pinch-after'; Check 'ten-pinch-no-split' ($pinch.puzzleStates[0].groups.Count -eq 1 -and (SameJson $pinch.puzzleStates[0].balls $tenBefore.puzzleStates[0].balls)) 'Pinch aborts split, all ball positions unchanged'
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# Return to unchanged committed camera by restarting from the fresh fixture before the successful split.
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@@ -13,7 +13,7 @@ function Varint([int]$Value) {
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$message=[Collections.Generic.List[byte]]::new()
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for ($offset=0; $offset -lt $Contacts.Count; $offset+=4) {
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# AVD touch injection uses portrait physical coordinates even when the app is landscape-left.
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$fields=@(1080-$Contacts[$offset+1],$Contacts[$offset],$Contacts[$offset+2],$Contacts[$offset+3])
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$fields=@((1080-$Contacts[$offset+1]),$Contacts[$offset],$Contacts[$offset+2],$Contacts[$offset+3])
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$touch=[Collections.Generic.List[byte]]::new()
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for ($field=0; $field -lt 4; $field++) { $touch.Add([byte](8*($field+1))); $touch.AddRange([byte[]](Varint $fields[$field])) }
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$message.Add(10); $message.AddRange([byte[]](Varint $touch.Count)); $message.AddRange($touch.ToArray())
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