fix(interaction): bind selection to live incarnations
Carry local WorldEntity identity through render hits, lighting pulses, and deferred movement actions so GUID reuse cannot target a replacement. Reset all session-owned selection and ItemHolder state and prevent combat auto-target during teardown.
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parent
c271383714
commit
047a4c83b5
19 changed files with 374 additions and 42 deletions
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@ -0,0 +1,12 @@
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using AcDream.Core.Selection;
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namespace AcDream.App.Rendering.Selection;
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/// <summary>
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/// Supplies the immutable DAT geometry used by retail's render-coupled picker.
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/// The seam keeps frame publication and incarnation tests independent of DAT IO.
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/// </summary>
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internal interface IRetailSelectionGeometrySource
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{
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RetailSelectionMesh? Resolve(uint gfxObjId);
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}
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@ -13,5 +13,8 @@ internal interface IRetailSelectionLightingSource
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/// Returns the current CMaterial luminosity/diffuse replacement for an
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/// object, or false when its authored material values must be restored.
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/// </summary>
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bool TryGetLighting(uint serverGuid, out RetailSelectionLighting lighting);
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bool TryGetLighting(
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uint serverGuid,
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uint localEntityId,
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out RetailSelectionLighting lighting);
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}
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@ -10,7 +10,7 @@ namespace AcDream.App.Rendering.Selection;
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/// Decodes the exact CPU geometry consumed by retail mouse selection. The broad
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/// sphere comes from the drawing-BSP root; polygons retain GfxObj DAT order.
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/// </summary>
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internal sealed class RetailSelectionGeometryCache
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internal sealed class RetailSelectionGeometryCache : IRetailSelectionGeometrySource
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{
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private readonly IDatReaderWriter _dats;
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private readonly object _datLock;
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@ -27,6 +27,7 @@ internal sealed class RetailSelectionLightingPulse
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private readonly Func<double> _now;
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private uint _serverGuid;
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private uint _localEntityId;
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private int _flipCount;
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private double _nextFlip;
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private RetailSelectionLighting _lighting;
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@ -34,15 +35,16 @@ internal sealed class RetailSelectionLightingPulse
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public RetailSelectionLightingPulse(Func<double>? now = null)
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=> _now = now ?? MonotonicSeconds;
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public void Start(uint serverGuid)
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public void Start(uint serverGuid, uint localEntityId)
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{
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if (serverGuid == 0u)
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if (serverGuid == 0u || localEntityId == 0u)
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{
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Clear();
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return;
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}
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_serverGuid = serverGuid;
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_localEntityId = localEntityId;
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_flipCount = 1;
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_lighting = RetailSelectionLighting.High;
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_nextFlip = _now() + FlipIntervalSeconds;
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@ -76,9 +78,16 @@ internal sealed class RetailSelectionLightingPulse
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_nextFlip = now + FlipIntervalSeconds;
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}
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public bool TryGet(uint serverGuid, out RetailSelectionLighting lighting)
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public bool TryGet(
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uint serverGuid,
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uint localEntityId,
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out RetailSelectionLighting lighting)
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{
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if (_flipCount != 0 && serverGuid != 0u && serverGuid == _serverGuid)
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if (_flipCount != 0
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&& serverGuid != 0u
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&& localEntityId != 0u
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&& serverGuid == _serverGuid
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&& localEntityId == _localEntityId)
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{
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lighting = _lighting;
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return true;
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@ -91,6 +100,7 @@ internal sealed class RetailSelectionLightingPulse
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public void Clear()
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{
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_serverGuid = 0u;
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_localEntityId = 0u;
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_flipCount = 0;
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_nextFlip = 0d;
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_lighting = default;
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@ -11,7 +11,7 @@ namespace AcDream.App.Rendering.Selection;
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/// </summary>
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internal sealed class RetailSelectionScene : IRetailSelectionRenderSink, IRetailSelectionLightingSource
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{
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private readonly RetailSelectionGeometryCache _geometry;
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private readonly IRetailSelectionGeometrySource _geometry;
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private readonly RetailSelectionLightingPulse _lightingPulse;
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private List<RetailSelectionPart> _building = new();
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private List<RetailSelectionPart> _published = new();
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@ -21,7 +21,7 @@ internal sealed class RetailSelectionScene : IRetailSelectionRenderSink, IRetail
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private readonly record struct PartKey(uint LocalEntityId, int PartIndex, uint GfxObjId);
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public RetailSelectionScene(
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RetailSelectionGeometryCache geometry,
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IRetailSelectionGeometrySource geometry,
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RetailSelectionLightingPulse? lightingPulse = null)
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{
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_geometry = geometry ?? throw new ArgumentNullException(nameof(geometry));
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@ -32,14 +32,27 @@ internal sealed class RetailSelectionScene : IRetailSelectionRenderSink, IRetail
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/// Starts retail's SmartBox click pulse independently of persistent target
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/// selection. Examine, use, and targeted-use clicks receive the same pulse.
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/// </summary>
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public void BeginLightingPulse(uint serverGuid)
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=> _lightingPulse.Start(serverGuid);
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public void BeginLightingPulse(uint serverGuid, uint localEntityId)
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=> _lightingPulse.Start(serverGuid, localEntityId);
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public void TickLighting()
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=> _lightingPulse.Tick();
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public bool TryGetLighting(uint serverGuid, out RetailSelectionLighting lighting)
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=> _lightingPulse.TryGet(serverGuid, out lighting);
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public bool TryGetLighting(
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uint serverGuid,
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uint localEntityId,
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out RetailSelectionLighting lighting)
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=> _lightingPulse.TryGet(serverGuid, localEntityId, out lighting);
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/// <summary>Clears every session-owned frame and material pulse.</summary>
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public void Reset()
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{
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_building.Clear();
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_published.Clear();
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_buildingKeys.Clear();
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_viewFrustum = null;
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_lightingPulse.Clear();
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}
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public void BeginFrame()
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{
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@ -76,6 +89,7 @@ internal sealed class RetailSelectionScene : IRetailSelectionRenderSink, IRetail
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_building.Add(new RetailSelectionPart(
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entity.ServerGuid,
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entity.Id,
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partIndex,
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partWorld,
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mesh));
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@ -86,7 +100,7 @@ internal sealed class RetailSelectionScene : IRetailSelectionRenderSink, IRetail
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(_published, _building) = (_building, _published);
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}
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public uint? Pick(
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public RetailSelectionHit? Pick(
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float mouseX,
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float mouseY,
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Vector2 viewport,
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@ -99,7 +113,7 @@ internal sealed class RetailSelectionScene : IRetailSelectionRenderSink, IRetail
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var ray = WorldPicker.BuildRay(
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mouseX, mouseY, viewport.X, viewport.Y, view, projection);
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return RetailWorldPicker.Pick(
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ray.Origin, ray.Direction, _published, skipServerGuid)?.ServerGuid;
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ray.Origin, ray.Direction, _published, skipServerGuid);
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}
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internal static bool DrawingSphereIntersectsFrustum(
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