refactor(app): compose platform input and camera startup

This commit is contained in:
Erik 2026-07-22 15:13:04 +02:00
parent adb204560d
commit 1d51e35c14
4 changed files with 877 additions and 88 deletions

View file

@ -0,0 +1,333 @@
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.UI.Abstractions.Input;
using Silk.NET.Input;
using Silk.NET.Maths;
using Silk.NET.OpenGL;
namespace AcDream.App.Composition;
internal interface IGameWindowHostInputCameraPublication
{
void PublishGpuFrameFlights(GpuFrameFlightController value);
void PublishKeyboardSource(SilkKeyboardSource value);
void PublishMouseSource(SilkMouseSource value);
void PublishMouseLookCursor(IMouseLookCursor value);
void PublishInputDispatcher(InputDispatcher value);
void PublishCameraController(CameraController value);
void PublishCameraPointerInput(CameraPointerInputController value);
}
internal sealed record HostInputCameraResult(
GpuFrameFlightController GpuFrameFlights,
WorldRenderDiagnostics WorldRenderDiagnostics,
SilkKeyboardSource? KeyboardSource,
SilkMouseSource? MouseSource,
IMouseLookCursor? MouseLookCursor,
InputDispatcher? InputDispatcher,
CameraController CameraController,
CameraPointerInputController? CameraPointerInput);
internal sealed record HostInputCameraDependencies(
FramebufferResizeController FramebufferResize,
Vector2D<int> InitialFramebufferSize,
HostQuiescenceGate HostQuiescence,
IInputCaptureSource InputCapture,
KeyBindings KeyBindings,
DispatcherMovementInputSource MovementInput,
DispatcherCameraInputSource CameraInput,
LocalPlayerModeState LocalPlayerMode,
ChaseCameraInputState ChaseCameraInput,
PointerPositionState PointerPosition,
IRenderFrameDiagnosticLog RenderDiagnosticLog);
internal interface IHostInputCameraCompositionFactory
{
IFramebufferViewportTarget CreateViewportTarget(GL gl);
GpuFrameFlightController CreateGpuFrameFlights(GL gl);
WorldRenderDiagnostics CreateWorldRenderDiagnostics(
GL gl,
IRenderFrameDiagnosticLog log);
SilkKeyboardSource CreateKeyboardSource(
IKeyboard keyboard,
HostQuiescenceGate quiescence);
SilkMouseSource CreateMouseSource(
IMouse mouse,
IInputCaptureSource capture,
IKeyboardSource? keyboard,
HostQuiescenceGate quiescence);
IMouseLookCursor CreateMouseLookCursor(IMouse mouse);
InputDispatcher CreateInputDispatcher(
IKeyboardSource keyboard,
IMouseSource mouse,
KeyBindings bindings);
CameraController CreateCameraController();
IFramebufferCameraTarget CreateCameraTarget(CameraController camera);
CameraPointerInputController CreateCameraPointerInput(
IReadOnlyList<IMouse> mice,
HostQuiescenceGate quiescence,
IInputCaptureSource capture,
LocalPlayerModeState playerMode,
CameraController camera,
ChaseCameraInputState chase,
IMouseSource mouse,
PointerPositionState pointer);
}
internal sealed class RetailHostInputCameraCompositionFactory
: IHostInputCameraCompositionFactory
{
public IFramebufferViewportTarget CreateViewportTarget(GL gl) =>
new SilkFramebufferViewportTarget(gl);
public GpuFrameFlightController CreateGpuFrameFlights(GL gl) => new(gl);
public WorldRenderDiagnostics CreateWorldRenderDiagnostics(
GL gl,
IRenderFrameDiagnosticLog log) =>
new(new SilkRenderGlStateReader(gl), log);
public SilkKeyboardSource CreateKeyboardSource(
IKeyboard keyboard,
HostQuiescenceGate quiescence) =>
SilkKeyboardSource.CreateDetached(keyboard, quiescence);
public SilkMouseSource CreateMouseSource(
IMouse mouse,
IInputCaptureSource capture,
IKeyboardSource? keyboard,
HostQuiescenceGate quiescence) =>
SilkMouseSource.CreateDetached(mouse, capture, keyboard, quiescence);
public IMouseLookCursor CreateMouseLookCursor(IMouse mouse) =>
new SilkMouseLookCursor(mouse);
public InputDispatcher CreateInputDispatcher(
IKeyboardSource keyboard,
IMouseSource mouse,
KeyBindings bindings) =>
InputDispatcher.CreateDetached(keyboard, mouse, bindings);
public CameraController CreateCameraController() =>
new(new OrbitCamera(), new FlyCamera());
public IFramebufferCameraTarget CreateCameraTarget(CameraController camera) =>
new CameraFramebufferTarget(camera);
public CameraPointerInputController CreateCameraPointerInput(
IReadOnlyList<IMouse> mice,
HostQuiescenceGate quiescence,
IInputCaptureSource capture,
LocalPlayerModeState playerMode,
CameraController camera,
ChaseCameraInputState chase,
IMouseSource mouse,
PointerPositionState pointer) =>
CameraPointerInputController.Create(
mice,
quiescence,
capture,
playerMode,
camera,
chase,
mouse,
pointer,
new EnvironmentInputMonotonicClock());
}
internal enum HostInputCameraCompositionPoint
{
ViewportBound,
GpuFrameFlightsPublished,
KeyboardPublished,
KeyboardAttached,
MousePublished,
MouseAttached,
MouseLookCursorPublished,
DispatcherPublished,
DispatcherAttached,
MovementInputBound,
CameraInputBound,
CameraPublished,
CameraTargetBound,
InitialFramebufferApplied,
CameraPointerPublished,
CameraPointerAttached,
}
/// <summary>
/// Production Phase 1. Callback-bearing owners publish to the lifetime shell
/// before attachment, so a side-effecting event accessor cannot leave an
/// unreachable subscription after partial startup failure.
/// </summary>
internal sealed class HostInputCameraCompositionPhase :
IHostInputCameraCompositionPhase<
GameWindowPlatformResult<GL, IInputContext>,
HostInputCameraResult>
{
private readonly HostInputCameraDependencies _dependencies;
private readonly IGameWindowHostInputCameraPublication _publication;
private readonly IHostInputCameraCompositionFactory _factory;
private readonly Action<HostInputCameraCompositionPoint>? _faultInjection;
public HostInputCameraCompositionPhase(
HostInputCameraDependencies dependencies,
IGameWindowHostInputCameraPublication publication,
IHostInputCameraCompositionFactory? factory = null,
Action<HostInputCameraCompositionPoint>? faultInjection = null)
{
_dependencies = dependencies
?? throw new ArgumentNullException(nameof(dependencies));
_publication = publication
?? throw new ArgumentNullException(nameof(publication));
_factory = factory ?? new RetailHostInputCameraCompositionFactory();
_faultInjection = faultInjection;
}
public HostInputCameraResult Compose(
GameWindowPlatformResult<GL, IInputContext> platform)
{
ArgumentNullException.ThrowIfNull(platform);
var scope = new CompositionAcquisitionScope();
try
{
HostInputCameraResult result = ComposeCore(platform, scope);
scope.Complete();
return result;
}
catch (Exception failure)
{
scope.RollbackAndThrow(failure);
throw new System.Diagnostics.UnreachableException();
}
}
private HostInputCameraResult ComposeCore(
GameWindowPlatformResult<GL, IInputContext> platform,
CompositionAcquisitionScope scope)
{
GL gl = platform.Graphics;
IInputContext input = platform.Input;
_dependencies.FramebufferResize.BindViewport(
_factory.CreateViewportTarget(gl));
Fault(HostInputCameraCompositionPoint.ViewportBound);
GpuFrameFlightController gpuFrames = scope.Acquire(
"GPU frame flights",
() => _factory.CreateGpuFrameFlights(gl),
static value => value.Dispose()).Publish(
_publication.PublishGpuFrameFlights);
Fault(HostInputCameraCompositionPoint.GpuFrameFlightsPublished);
WorldRenderDiagnostics diagnostics =
_factory.CreateWorldRenderDiagnostics(
gl,
_dependencies.RenderDiagnosticLog);
IKeyboard? firstKeyboard = input.Keyboards.FirstOrDefault();
IMouse? firstMouse = input.Mice.FirstOrDefault();
SilkKeyboardSource? keyboard = null;
SilkMouseSource? mouse = null;
IMouseLookCursor? cursor = null;
InputDispatcher? dispatcher = null;
CameraPointerInputController? pointer = null;
if (firstKeyboard is not null)
{
keyboard = scope.Acquire(
"keyboard source",
() => _factory.CreateKeyboardSource(
firstKeyboard,
_dependencies.HostQuiescence),
static value => value.Dispose()).Publish(
_publication.PublishKeyboardSource);
Fault(HostInputCameraCompositionPoint.KeyboardPublished);
keyboard.Attach();
Fault(HostInputCameraCompositionPoint.KeyboardAttached);
}
if (firstMouse is not null)
{
mouse = scope.Acquire(
"mouse source",
() => _factory.CreateMouseSource(
firstMouse,
_dependencies.InputCapture,
keyboard,
_dependencies.HostQuiescence),
static value => value.Dispose()).Publish(
_publication.PublishMouseSource);
Fault(HostInputCameraCompositionPoint.MousePublished);
mouse.Attach();
Fault(HostInputCameraCompositionPoint.MouseAttached);
cursor = _factory.CreateMouseLookCursor(firstMouse);
_publication.PublishMouseLookCursor(cursor);
Fault(HostInputCameraCompositionPoint.MouseLookCursorPublished);
}
if (keyboard is not null && mouse is not null)
{
dispatcher = scope.Acquire(
"input dispatcher",
() => _factory.CreateInputDispatcher(
keyboard,
mouse,
_dependencies.KeyBindings),
static value => value.Dispose()).Publish(
_publication.PublishInputDispatcher);
Fault(HostInputCameraCompositionPoint.DispatcherPublished);
dispatcher.Attach();
Fault(HostInputCameraCompositionPoint.DispatcherAttached);
_dependencies.MovementInput.Bind(dispatcher);
Fault(HostInputCameraCompositionPoint.MovementInputBound);
_dependencies.CameraInput.Bind(dispatcher);
Fault(HostInputCameraCompositionPoint.CameraInputBound);
}
CameraController camera = _factory.CreateCameraController();
_publication.PublishCameraController(camera);
Fault(HostInputCameraCompositionPoint.CameraPublished);
_dependencies.FramebufferResize.BindCamera(
_factory.CreateCameraTarget(camera));
Fault(HostInputCameraCompositionPoint.CameraTargetBound);
_dependencies.FramebufferResize.Resize(
_dependencies.InitialFramebufferSize);
Fault(HostInputCameraCompositionPoint.InitialFramebufferApplied);
if (mouse is not null && firstMouse is not null)
{
pointer = scope.Acquire(
"camera pointer input",
() => _factory.CreateCameraPointerInput(
input.Mice,
_dependencies.HostQuiescence,
_dependencies.InputCapture,
_dependencies.LocalPlayerMode,
camera,
_dependencies.ChaseCameraInput,
mouse,
_dependencies.PointerPosition),
static value => value.Dispose()).Publish(
_publication.PublishCameraPointerInput);
Fault(HostInputCameraCompositionPoint.CameraPointerPublished);
pointer.AttachRaw();
Fault(HostInputCameraCompositionPoint.CameraPointerAttached);
}
return new HostInputCameraResult(
gpuFrames,
diagnostics,
keyboard,
mouse,
cursor,
dispatcher,
camera,
pointer);
}
private void Fault(HostInputCameraCompositionPoint point) =>
_faultInjection?.Invoke(point);
}

View file

@ -1,4 +1,5 @@
using AcDream.Core.Plugins;
using AcDream.App.Composition;
using AcDream.App.Physics;
using AcDream.App.Settings;
using AcDream.App.World;
@ -11,7 +12,10 @@ using Silk.NET.Windowing;
namespace AcDream.App.Rendering;
public sealed class GameWindow : IDisposable
public sealed class GameWindow :
IDisposable,
IGameWindowPlatformPublication<GL, IInputContext>,
IGameWindowHostInputCameraPublication
{
private static double ClientTimerNow() =>
System.Diagnostics.Stopwatch.GetTimestamp()
@ -653,56 +657,96 @@ public sealed class GameWindow : IDisposable
}
}
void IGameWindowPlatformPublication<GL, IInputContext>.PublishGraphics(
GL graphics) =>
PublishCompositionOwner(ref _gl, graphics, "graphics API");
void IGameWindowPlatformPublication<GL, IInputContext>.PublishInput(
IInputContext input) =>
PublishCompositionOwner(ref _input, input, "input context");
void IGameWindowHostInputCameraPublication.PublishGpuFrameFlights(
GpuFrameFlightController value) =>
PublishCompositionOwner(ref _gpuFrameFlights, value, "GPU frame flights");
void IGameWindowHostInputCameraPublication.PublishKeyboardSource(
AcDream.App.Input.SilkKeyboardSource value) =>
PublishCompositionOwner(ref _kbSource, value, "keyboard source");
void IGameWindowHostInputCameraPublication.PublishMouseSource(
AcDream.App.Input.SilkMouseSource value) =>
PublishCompositionOwner(ref _mouseSource, value, "mouse source");
void IGameWindowHostInputCameraPublication.PublishMouseLookCursor(
AcDream.App.Input.IMouseLookCursor value) =>
PublishCompositionOwner(ref _mouseLookCursor, value, "mouse-look cursor");
void IGameWindowHostInputCameraPublication.PublishInputDispatcher(
AcDream.UI.Abstractions.Input.InputDispatcher value) =>
PublishCompositionOwner(ref _inputDispatcher, value, "input dispatcher");
void IGameWindowHostInputCameraPublication.PublishCameraController(
CameraController value) =>
PublishCompositionOwner(ref _cameraController, value, "camera controller");
void IGameWindowHostInputCameraPublication.PublishCameraPointerInput(
AcDream.App.Input.CameraPointerInputController value) =>
PublishCompositionOwner(ref _cameraPointerInput, value, "camera pointer input");
private static void PublishCompositionOwner<T>(
ref T? destination,
T value,
string name)
where T : class
{
ArgumentNullException.ThrowIfNull(value);
if (destination is not null)
throw new InvalidOperationException(
$"The GameWindow composition shell already owns {name}.");
destination = value;
}
[System.Diagnostics.CodeAnalysis.MemberNotNull(nameof(_gl), nameof(_input))]
private GameWindowPlatformResult<GL, IInputContext> AcquirePlatform()
{
GameWindowPlatformResult<GL, IInputContext> platform =
GameWindowPlatformAcquisition.Acquire(
() => GL.GetApi(_window!),
static gl => gl.Dispose(),
() => _window!.CreateInput(),
static input => input.Dispose(),
this);
if (_gl is null || _input is null)
throw new InvalidOperationException(
"Platform acquisition returned without publishing both owners.");
return platform;
}
private void OnLoad()
{
// Task 7: wire the physics data cache into the engine so Transition can
// run narrow-phase BSP tests during FindObjCollisions.
_physicsEngine.DataCache = _physicsDataCache;
_gl = GL.GetApi(_window!);
_framebufferResize.BindViewport(
new SilkFramebufferViewportTarget(_gl));
_gpuFrameFlights = new AcDream.App.Rendering.GpuFrameFlightController(_gl);
var worldRenderDiagnostics = new AcDream.App.Rendering.WorldRenderDiagnostics(
new AcDream.App.Rendering.SilkRenderGlStateReader(_gl),
_renderDiagnosticLog);
_input = _window!.CreateInput();
GameWindowPlatformResult<GL, IInputContext> platform = AcquirePlatform();
// Phase K.1b — every keyboard/mouse handler routes through the
// InputDispatcher. The legacy direct kb.KeyDown / mouse.MouseDown
// switches are gone; subscribers below own all game-side reactions.
// We KEEP a direct mouse.MouseMove handler because mouse-delta is
// axis input, not chord input — but with explicit WantCaptureMouse
// gating and the previous "_playerMouseDeltaX +=" line dropped so
// mouse delta NEVER drives character yaw (regression-prevention
// per K.1b plan §D).
var firstKb = _input.Keyboards.FirstOrDefault();
var firstMouse = _input.Mice.FirstOrDefault();
if (firstKb is not null)
{
_kbSource = AcDream.App.Input.SilkKeyboardSource.CreateDetached(
firstKb,
_hostQuiescence);
_kbSource.Attach();
}
if (firstMouse is not null)
{
_mouseSource = AcDream.App.Input.SilkMouseSource.CreateDetached(
firstMouse,
_inputCapture,
_kbSource,
_hostQuiescence);
_mouseSource.Attach();
_mouseLookCursor = new AcDream.App.Input.SilkMouseLookCursor(firstMouse);
}
if (_kbSource is not null && _mouseSource is not null)
{
_inputDispatcher = AcDream.UI.Abstractions.Input.InputDispatcher.CreateDetached(
_kbSource, _mouseSource, _keyBindings);
_inputDispatcher.Attach();
_movementInput.Bind(_inputDispatcher);
_cameraInput.Bind(_inputDispatcher);
}
HostInputCameraResult hostInputCamera =
new HostInputCameraCompositionPhase(
new HostInputCameraDependencies(
_framebufferResize,
_window!.FramebufferSize,
_hostQuiescence,
_inputCapture,
_keyBindings,
_movementInput,
_cameraInput,
_localPlayerMode,
_chaseCameraInput,
_pointerPosition,
_renderDiagnosticLog),
this).Compose(platform);
WorldRenderDiagnostics worldRenderDiagnostics =
hostInputCamera.WorldRenderDiagnostics;
_gl.ClearColor(0.05f, 0.10f, 0.18f, 1.0f);
_gl.Enable(EnableCap.DepthTest);
@ -754,27 +798,6 @@ public sealed class GameWindow : IDisposable
Console.WriteLine("world-hud font: no system monospace font found");
}
var orbit = new OrbitCamera();
var fly = new FlyCamera();
_cameraController = new CameraController(orbit, fly);
_framebufferResize.BindCamera(
new CameraFramebufferTarget(_cameraController));
_framebufferResize.Resize(_window!.FramebufferSize);
if (_mouseSource is not null && firstMouse is not null)
{
_cameraPointerInput = AcDream.App.Input.CameraPointerInputController.Create(
_input.Mice,
_hostQuiescence,
_inputCapture,
_localPlayerMode,
_cameraController,
_chaseCameraInput,
_mouseSource,
_pointerPosition,
new AcDream.App.Input.EnvironmentInputMonotonicClock());
_cameraPointerInput.AttachRaw();
}
_dats = RuntimeDatCollectionFactory.OpenReadOnly(_datDir);
_magicCatalog = AcDream.App.Spells.MagicCatalog.Load(_dats);
SpellBook.InstallMetadata(_magicCatalog.SpellTable);