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:
parent
a69c733e6e
commit
102c46c8e3
1 changed files with 3 additions and 2 deletions
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue