feat(vfx): decode retail hooks and typed tables

Replace the incomplete package path with one DatCollection-backed compatibility seam for PhysicsScripts and Animations. Preserve CreateBlockingParticle's inherited payload and following cursor, route every production and audit consumer through the corrected loaders, and apply retail's post-UnPack StartTime ordering.

Add exact stored-order PhysicsScriptTable upper-threshold resolution, high-byte DID and embedded-ID validation, plus live effect profiles with Setup-to-PhysicsDesc precedence across top-level and attached entity lifetimes. Keep blocking execution deferred and narrow TS-11 accordingly.

Pin synthetic malformed/cursor/order fixtures, installed-DAT blocking and recall audits, high-index IDs, IEEE boundaries, profile teardown, and ordinary decoder parity; synchronize architecture, inventory, milestones, roadmap, research, and memory.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-14 08:17:44 +02:00
parent 8dd996053d
commit 363e046112
31 changed files with 1102 additions and 73 deletions

View file

@ -1,4 +1,5 @@
using AcDream.Core.Rendering.Wb;
using AcDream.Content.Vfx;
using BCnEncoder.Decoder;
using BCnEncoder.ImageSharp;
using BCnEncoder.Shared;
@ -31,6 +32,7 @@ namespace AcDream.Content;
public sealed class MeshExtractor {
private readonly IDatReaderWriter _dats;
private readonly ILogger _logger;
private readonly RetailPhysicsScriptLoader _physicsScripts;
// Cache for decoded textures to avoid redundant BCn decoding
private readonly ConcurrentQueue<uint> _decodedTextureLru = new();
@ -60,6 +62,7 @@ public sealed class MeshExtractor {
_dats = dats;
_logger = logger;
_sideStagedSink = sideStagedSink;
_physicsScripts = new RetailPhysicsScriptLoader(dats.Portal);
}
/// <summary>
@ -151,9 +154,10 @@ public sealed class MeshExtractor {
}
private void CollectEmittersFromScript(uint scriptId, List<StagedEmitter> emitters, CancellationToken ct) {
if (_dats.Portal.TryGet<PhysicsScript>(scriptId, out var script)) {
var script = _physicsScripts.LoadPhysicsScript(scriptId);
if (script is not null) {
foreach (var hook in script.ScriptData) {
if (hook.Hook.HookType == AnimationHookType.CreateParticle && hook.Hook is CreateParticleHook particleHook) {
if (hook.Hook is CreateParticleHook particleHook) {
if (_dats.Portal.TryGet<ParticleEmitter>(particleHook.EmitterInfoId.DataId, out var emitter)) {
emitters.Add(new StagedEmitter {
Emitter = emitter,