fix(D.2b): PaperdollController review fixes — player-scope Concerns, loop clarity

Code-quality review on Task 5:
- I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's
  wielded item (which also carries that wire field) triggered spurious full
  repaints. Narrowed to (WielderId==p || ContainerId==p), matching
  InventoryController; OnObjectMoved's from/to-player backstop still catches
  unwield-into-a-side-bag. Populate's own scope already prevented wrong data;
  this kills the wasted repaints.
- I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop;
  SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield).
- M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/
  reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided.
- Added two behavioral tests: a live player wield repaints the slot
  (ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on
  the doll (player-scoping).
- Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the
  optimistic wield is ContainerId-based and does NOT write WielderId).

App suite 580 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-22 22:32:34 +02:00
parent 9f187c3e31
commit 3b8a39c49e
3 changed files with 54 additions and 15 deletions

View file

@ -155,20 +155,22 @@ This makes rollback faithful in **both** directions (today an unwield-reject los
```csharp ```csharp
/// <summary>Optimistic (instant) wield: snapshot the pre-wield (container, slot, equip), then set /// <summary>Optimistic (instant) wield: snapshot the pre-wield (container, slot, equip), then set
/// ContainerId = WielderId = wielderGuid and CurrentlyEquippedLocation = equipMask (matching the /// ContainerId = wielderGuid and CurrentlyEquippedLocation = equipMask (matching the
/// server's WieldObject 0x0023 confirm), firing ObjectMoved for an immediate repaint. The caller /// server's WieldObject 0x0023 confirm), firing ObjectMoved for an immediate repaint. The caller
/// sends GetAndWieldItem; ConfirmMove (on the 0x0023 echo) / RollbackMove (on 0x00A0) reconcile.</summary> /// sends GetAndWieldItem; ConfirmMove (on the 0x0023 echo) / RollbackMove (on 0x00A0) reconcile.</summary>
public bool WieldItemOptimistic(uint itemId, uint wielderGuid, EquipMask equipMask) public bool WieldItemOptimistic(uint itemId, uint wielderGuid, EquipMask equipMask)
{ {
if (!_objects.TryGetValue(itemId, out var item)) return false; if (!_objects.TryGetValue(itemId, out var item)) return false;
RecordPending(itemId, item); RecordPending(itemId, item);
item.WielderId = wielderGuid; // unambiguously the player's gear during the optimistic window
return MoveItem(itemId, wielderGuid, newSlot: -1, newEquipLocation: equipMask); return MoveItem(itemId, wielderGuid, newSlot: -1, newEquipLocation: equipMask);
} }
``` ```
`MoveItem` already sets `ContainerId` + `CurrentlyEquippedLocation` + reindexes + fires `ObjectMoved`. `MoveItem` already sets `ContainerId` + `CurrentlyEquippedLocation` + reindexes + fires `ObjectMoved`.
Setting `WielderId` here matches the steady state (the item's own CreateObject carries `Wielder`). It does **not** write `WielderId` — acdream's `WieldObject 0x0023` confirm is also ContainerId-based (it
never sets `WielderId`), so the optimistic state equals the confirmed state and rollback fully restores
through `MoveItem` alone. (An equipped item is detected as the player's via `ContainerId == player`;
login-equipped items match via `WielderId` from their own CreateObject. Decided at the Task-3 code review.)
--- ---
@ -239,9 +241,10 @@ jewelry — a single equip bit intersects exactly one slot mask). If found, `cel
iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects))`; else iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects))`; else
`cell.Clear()` (transparent — nothing drawn). `cell.Clear()` (transparent — nothing drawn).
`Concerns(o)`: repaint when `o.CurrentlyEquippedLocation != None || o.WielderId == player || o.ContainerId == player`; `Concerns(o)`: repaint when `o.WielderId == player || o.ContainerId == player` (player-scoped — an NPC's
`OnObjectMoved` also repaints when from/to is the player (an item being wielded/unwielded). Mirror wielded item carries `CurrentlyEquippedLocation` too and must NOT leak onto the doll; a player-equipped item
`InventoryController`'s debounce. always has `WielderId==player` or `ContainerId==player`). `OnObjectMoved` also repaints when from/to is the
player (an item being wielded/unwielded into a side bag). Mirror `InventoryController`'s debounce.
### 6d. `IItemListDragHandler` ### 6d. `IItemListDragHandler`
@ -295,8 +298,9 @@ _paperdollController = AcDream.App.UI.Layout.PaperdollController.Bind(
confidence (the contents grid proves the same `0x2100003D` base path), but load-bearing — if it fails, confidence (the contents grid proves the same `0x2100003D` base path), but load-bearing — if it fails,
fix the importer/factory before continuing. fix the importer/factory before continuing.
- **Core — `EquipMaskTests`:** numeric pin of every member vs `acclient.h:3193`. - **Core — `EquipMaskTests`:** numeric pin of every member vs `acclient.h:3193`.
- **Core — `ClientObjectTableTests`:** `WieldItemOptimistic` sets equip + WielderId + container; `RollbackMove` - **Core — `ClientObjectTableTests`:** `WieldItemOptimistic` sets equip + container (ContainerId-based; does
restores the pre-wield equip mask (the new snapshot field); outstanding-count across wield+move of the same item. NOT write WielderId); `RollbackMove` restores the pre-wield equip mask (the new snapshot field);
outstanding-count across wield+move of the same item.
- **Core.Net — `GameEventWiringTests`:** `WieldObject 0x0023` now calls `ConfirmMove` (an optimistic wield's - **Core.Net — `GameEventWiringTests`:** `WieldObject 0x0023` now calls `ConfirmMove` (an optimistic wield's
snapshot clears on the echo). snapshot clears on the echo).
- **App — `PaperdollControllerTests`:** element-id→mask map matches the dump; populate shows the equipped item - **App — `PaperdollControllerTests`:** element-id→mask map matches the dump; populate shows the equipped item

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@ -57,14 +57,18 @@ public sealed class PaperdollController : IItemListDragHandler
{ {
_objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _sendWield = sendWield; _objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _sendWield = sendWield;
int index = 0; for (int i = 0; i < SlotMap.Length; i++)
foreach (var (element, mask) in SlotMap)
{ {
if (layout.FindElement(element) is not UiItemList list) { index++; continue; } var (element, mask) = SlotMap[i];
if (layout.FindElement(element) is not UiItemList list) continue;
list.RegisterDragHandler(this); list.RegisterDragHandler(this);
list.Cell.SourceKind = ItemDragSource.Equipment; list.Cell.SourceKind = ItemDragSource.Equipment;
list.Cell.SlotIndex = index++; // a stable per-slot index (routing uses the list, not this) list.Cell.SlotIndex = i; // SlotMap position = this equipped item's drag-payload SourceSlot when dragged out to unwield
list.Cell.EmptySprite = 0u; // TRANSPARENT empty slot (brainstorm decision; no doll behind it) list.Cell.EmptySprite = 0u; // TRANSPARENT empty slot (brainstorm decision; no doll behind it in Slice 1)
// Cell.SpriteResolve + the default accept/reject sprites (ItemSlot_DragOver_Accept ring
// 0x060011F9 / reject circle 0x060011F8 — the discrete-slot frames, NOT the inventory grid's
// insert-arrow 0x060011F7) are already wired by DatWidgetFactory when it built the UiItemList;
// no need to re-set them here.
_slots.Add((mask, list)); _slots.Add((mask, list));
} }
@ -85,11 +89,16 @@ public sealed class PaperdollController : IItemListDragHandler
private void OnObjectMoved(ClientObject o, uint from, uint to) private void OnObjectMoved(ClientObject o, uint from, uint to)
{ if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); } { if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); }
/// <summary>The object is (or just became / ceased to be) the player's equipped gear.</summary> /// <summary>The object belongs to the player (wielded gear or pack contents) — so a change to it may
/// add/remove/repaint a doll slot. Player-scoped: an NPC's or vendor's wielded item (which also carries
/// CurrentlyEquippedLocation from the wire) must NOT trigger a repaint. A player-equipped item always
/// has WielderId==p (login, from CreateObject) or ContainerId==p (live/optimistic wield, set by
/// WieldItemOptimistic), so the equip-location need not be tested here; OnObjectMoved adds the from/to
/// player backstop for moves that transiently satisfy neither (e.g. unwield into a side bag).</summary>
private bool Concerns(ClientObject o) private bool Concerns(ClientObject o)
{ {
uint p = _playerGuid(); uint p = _playerGuid();
return o.CurrentlyEquippedLocation != EquipMask.None || o.WielderId == p || o.ContainerId == p; return o.WielderId == p || o.ContainerId == p;
} }
public void Populate() public void Populate()

View file

@ -118,4 +118,30 @@ public class PaperdollControllerTests
Bind(layout, new ClientObjectTable()); Bind(layout, new ClientObjectTable());
Assert.Equal(0u, lists[HeadSlot].Cell.EmptySprite); Assert.Equal(0u, lists[HeadSlot].Cell.EmptySprite);
} }
[Fact]
public void Live_player_wield_repaints_the_slot() // event-driven: ObjectMoved → Concerns → Populate
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects); // slots empty at bind
SeedPackItem(objects, 0xF01u, EquipMask.HeadWear); // a helm appears in the pack (not on the doll)
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId);
objects.WieldItemOptimistic(0xF01u, Player, EquipMask.HeadWear); // player wields it → ObjectMoved(to=player)
Assert.Equal(0xF01u, lists[HeadSlot].Cell.ItemId); // the head slot repainted with the helm
}
[Fact]
public void Live_npc_equip_does_not_appear_on_the_doll() // player-scoped: a remote creature's wielded item never leaks
{
var (layout, lists) = BuildLayout();
var objects = new ClientObjectTable();
Bind(layout, objects);
const uint npc = 0x60000001u;
objects.AddOrUpdate(new ClientObject
{
ObjectId = 0xF02u, WielderId = npc, CurrentlyEquippedLocation = EquipMask.HeadWear,
});
Assert.Equal(0u, lists[HeadSlot].Cell.ItemId); // the NPC's helm is NOT on the player's doll
}
} }