feat(app): D.2b-B B-Wire — wire player guid into ObjectTableWiring + GameEventWiring

Pass () => _playerServerGuid to ObjectTableWiring.Wire and GameEventWiring.WireAll
so the new Batch 5/6 playerGuid parameters are populated. These were previously
left as null (default), meaning PD property upserts and PrivateUpdatePropertyInt
delivery would not route to the correct player object. Task 14 of the B-Wire plan.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-21 19:08:07 +02:00
parent a69c733e6e
commit 102c46c8e3

View file

@ -2468,7 +2468,7 @@ public sealed class GameWindow : IDisposable
// D.5.4: ingest CreateObject into the object table (upsert) and wire Delete +
// UiEffects live update. Wire BEFORE EntitySpawned += OnLiveEntitySpawned so
// the table is populated before the render handler runs.
AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects);
AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects, () => _playerServerGuid);
_liveSession.EntitySpawned += OnLiveEntitySpawned;
_liveSession.EntityDeleted += OnLiveEntityDeleted;
_liveSession.MotionUpdated += OnLiveMotionUpdated;
@ -2566,7 +2566,8 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($"player: applied server skills run={_lastSeenRunSkill} jump={_lastSeenJumpSkill}");
}
},
onShortcuts: list => Shortcuts = list);
onShortcuts: list => Shortcuts = list,
playerGuid: () => _playerServerGuid);
// Phase I.7: subscribe to CombatState events and emit
// retail-faithful "You hit X for Y damage" chat lines into