refactor(runtime): extract the live object frame
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99a3e819c4
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27 changed files with 1217 additions and 371 deletions
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@ -10,7 +10,7 @@ using Silk.NET.Windowing;
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namespace AcDream.App.Rendering;
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public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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public sealed class GameWindow : IDisposable
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{
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private static double ClientTimerNow() =>
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System.Diagnostics.Stopwatch.GetTimestamp()
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@ -152,12 +152,14 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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_remoteInboundMotion;
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private readonly AcDream.App.World.RetailInboundEventDispatcher
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_inboundEntityEvents = new();
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private readonly LiveEntityAnimationScheduler _liveAnimationScheduler;
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private readonly LiveEntityAnimationPresenter _animationPresenter;
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private LiveEntityAnimationScheduler _liveAnimationScheduler = null!;
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private LiveEntityAnimationPresenter _animationPresenter = null!;
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private readonly AcDream.App.Input.LocalPlayerProjectionController _localPlayerProjection;
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private readonly AcDream.App.Input.LocalPlayerOutboundController _localPlayerOutbound;
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private readonly AcDream.App.Input.RetailLocalPlayerFrameController _localPlayerFrame;
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private readonly AcDream.App.World.RetailLiveFrameCoordinator _liveFrameCoordinator;
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private AcDream.App.World.RetailLiveFrameCoordinator _liveFrameCoordinator = null!;
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private AcDream.App.Update.LiveSpatialPresentationReconciler
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_liveSpatialReconciler = null!;
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private readonly AcDream.App.Update.UpdateFrameClock _updateFrameClock = new();
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private AcDream.App.Physics.RemoteTeleportController? _remoteTeleportController;
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// Step 7 projectile presentation. The controller owns no identity map;
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@ -247,6 +249,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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/// appear in this map.
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/// </summary>
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private readonly LiveEntityAnimationRuntimeView<LiveEntityAnimationState> _animatedEntities;
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private readonly AcDream.App.World.LiveEntityRuntimeSlot _liveEntityRuntimeSlot = new();
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// MP-Alloc (2026-07-05): reusable per-frame snapshot of _animatedEntities.Keys.
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// WbDrawDispatcher.WalkEntitiesInto treats null and an empty set identically
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@ -520,11 +523,21 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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private int _weatherDebugStep = 0;
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// Phase B.2: player movement mode.
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private AcDream.App.Input.PlayerMovementController? _playerController;
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private readonly AcDream.App.Input.LocalPlayerControllerSlot _playerControllerSlot = new();
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private AcDream.App.Input.PlayerMovementController? _playerController
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{
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get => _playerControllerSlot.Controller;
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set => _playerControllerSlot.Controller = value;
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}
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private AcDream.App.Rendering.ChaseCamera? _chaseCamera;
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private AcDream.App.Rendering.RetailChaseCamera? _retailChaseCamera;
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private bool _playerMode;
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private uint _playerServerGuid;
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private readonly AcDream.App.Input.LocalPlayerIdentityState _localPlayerIdentity = new();
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private uint _playerServerGuid
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{
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get => _localPlayerIdentity.ServerGuid;
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set => _localPlayerIdentity.ServerGuid = value;
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}
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// Retail Default_CharacterOption (acclient.h:3434). PlayerDescription
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// replaces this before any in-world drag can normally occur.
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private AcDream.Core.Net.Messages.PlayerDescriptionParser.CharacterOptions1
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@ -745,7 +758,8 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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_selection = selection ?? throw new System.ArgumentNullException(nameof(selection));
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_animationDiagnostics = AnimationPresentationDiagnostics.FromEnvironment();
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_uiRegistry = uiRegistry;
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_animatedEntities = new LiveEntityAnimationRuntimeView<LiveEntityAnimationState>(() => _liveEntities);
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_animatedEntities = new LiveEntityAnimationRuntimeView<LiveEntityAnimationState>(
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_liveEntityRuntimeSlot);
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SpellBook = new AcDream.Core.Spells.Spellbook();
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LocalPlayer = new AcDream.Core.Player.LocalPlayerState(SpellBook);
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// #184 Slice 2a: the extracted per-remote DR tick. Its stateful
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@ -761,25 +775,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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movement, cellId, update),
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(host, targetGuid) =>
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_liveEntityMotionBindings.StickToObjectFromWire(host, targetGuid));
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var ordinaryPhysicsUpdater =
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new AcDream.App.Physics.LiveEntityOrdinaryPhysicsUpdater(
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_physicsEngine,
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_liveEntityMotionBindings.GetSetupCylinder);
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_liveAnimationScheduler = new LiveEntityAnimationScheduler(
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() => _liveEntities,
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() => _playerServerGuid,
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_remotePhysicsUpdater,
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ordinaryPhysicsUpdater,
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() => _projectileController,
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entity => _effectPoses.UpdateRoot(entity),
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CaptureAnimationHooks);
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_animationPresenter = new LiveEntityAnimationPresenter(
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() => _liveEntities,
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() => _staticAnimationScheduler,
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_effectPoses,
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this,
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_animationDiagnostics,
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options.HidePartIndex);
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_localPlayerProjection = new AcDream.App.Input.LocalPlayerProjectionController(
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resolveEntity: () =>
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_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var entity)
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@ -824,16 +819,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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objectClockDisposition: () =>
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_liveEntities?.GetRootObjectClockDisposition(_playerServerGuid)
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?? AcDream.Core.Physics.RetailObjectClockDisposition.Advance);
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_liveFrameCoordinator = new AcDream.App.World.RetailLiveFrameCoordinator(
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AdvanceLiveObjectRuntime,
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() =>
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{
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using AcDream.App.Streaming.GpuWorldState.MutationBatch spatialBatch =
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_worldState.BeginMutationBatch();
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_liveSessionController?.Tick();
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},
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_localPlayerFrame.RunPostNetworkCommandPhase,
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ReconcileLiveObjectSpatialPresentation);
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}
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public void Run()
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@ -2080,34 +2065,20 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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// dat-lookup throws — see C.1.5a spec §6 (error handling) for rationale.
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AcDream.App.Rendering.Vfx.EntityEffectController? entityEffects = null;
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var staticLiveRootCommitter = new StaticLiveRootCommitter(
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() => _liveEntities,
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_liveEntityRuntimeSlot,
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_physicsEngine.ShadowObjects,
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() => (_liveCenterX, _liveCenterY),
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entity => _effectPoses.UpdateRoot(entity));
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_liveWorldOrigin,
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_effectPoses);
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var staticAnimationResidency = new LiveStaticAnimationResidency(
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_liveEntityRuntimeSlot);
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_staticAnimationScheduler = new RetailStaticAnimatingObjectScheduler(
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capturedAnimLoader!,
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CaptureAnimationHooks,
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(entity, poses, availability) =>
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_effectPoses.Publish(entity, poses, availability),
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entity => entity.ServerGuid == 0
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|| (_liveEntities?.TryGetRecord(
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entity.ServerGuid,
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out LiveEntityRecord resident) == true
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&& resident.ProjectionKind is LiveEntityProjectionKind.World
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&& ReferenceEquals(resident.WorldEntity, entity)
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&& resident.IsSpatiallyProjected
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&& resident.IsSpatiallyVisible
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&& resident.FullCellId != 0),
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_animationHookFrames!.Capture,
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_effectPoses.Publish,
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staticAnimationResidency.IsResident,
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(entity, body) =>
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_ = staticLiveRootCommitter.Commit(entity, body),
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entity => entity.ServerGuid == 0
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? 0UL
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: _liveEntities?.TryGetRecord(
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entity.ServerGuid,
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out LiveEntityRecord resident) == true
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&& ReferenceEquals(resident.WorldEntity, entity)
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? resident.ProjectionMutationVersion
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: ulong.MaxValue);
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staticAnimationResidency.ProjectionVersion);
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AcDream.App.Rendering.Vfx.ScriptActivationInfo? ResolveActivation(AcDream.Core.World.WorldEntity e)
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{
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try
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@ -2183,6 +2154,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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entityScriptActivator.OnCreate,
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entityScriptActivator.OnRemove)),
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liveEntityComponentLifecycle);
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_liveEntityRuntimeSlot.Bind(_liveEntities);
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liveEntityMotionRuntime =
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new AcDream.App.Physics.LiveEntityMotionRuntimeController(
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_liveEntities,
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@ -2204,17 +2176,9 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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_projectileController = new AcDream.App.Physics.ProjectileController(
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_liveEntities,
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_physicsEngine,
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setupId =>
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{
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// State can classify an already-live object as Missile
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// outside the spawn handler's lock. DatCollection shares
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// one mutable reader cursor with the streaming worker, so
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// this resolver must serialize both initial and late bind.
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lock (_datLock)
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return _dats?.Get<DatReaderWriter.DBObjs.Setup>(setupId);
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},
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entity => _effectPoses.UpdateRoot(entity),
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() => (_liveCenterX, _liveCenterY))
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new AcDream.App.Physics.DatProjectileSetupResolver(_dats!, _datLock),
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new EntityRootPosePublisher(_effectPoses),
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_liveWorldOrigin)
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{
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DiagnosticSink = message => Console.Error.WriteLine($"projectile: {message}"),
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};
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@ -2233,6 +2197,29 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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_lightingSink!,
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setupId => _dats!.Get<DatReaderWriter.DBObjs.Setup>(setupId));
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var ordinaryPhysicsUpdater =
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new AcDream.App.Physics.LiveEntityOrdinaryPhysicsUpdater(
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_physicsEngine,
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_liveEntityMotionBindings.GetSetupCylinder);
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_liveAnimationScheduler = new LiveEntityAnimationScheduler(
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_liveEntities,
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_localPlayerIdentity,
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_remotePhysicsUpdater,
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ordinaryPhysicsUpdater,
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_projectileController,
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new EntityRootPosePublisher(_effectPoses),
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new AnimationHookCaptureSink(_animationHookFrames!));
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_animationPresenter = new LiveEntityAnimationPresenter(
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_liveEntities,
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_staticAnimationScheduler,
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_effectPoses,
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new LiveAnimationPresentationContext(
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_liveEntities,
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_localPlayerIdentity,
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_playerControllerSlot),
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_animationDiagnostics,
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_options.HidePartIndex);
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parentAcceptance = new AcDream.App.World.DeferredLiveEntityParentAcceptance();
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_equippedChildRenderer = new AcDream.App.Rendering.EquippedChildRenderController(
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_dats!,
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@ -2627,7 +2614,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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_remoteTeleportController!,
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_animatedEntities,
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new LiveEntityRemoteMotionRuntimeView<RemoteMotion>(
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() => _liveEntities),
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_liveEntityRuntimeSlot),
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_remoteMovementObservations,
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_remotePhysicsUpdater,
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_remoteInboundMotion,
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@ -2667,6 +2654,44 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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// gated behind ACDREAM_LIVE=1 so the default run path is unchanged.
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_liveWorldOrigin.SetPlaceholder(centerX, centerY);
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_liveSessionController = new AcDream.App.Net.LiveSessionController();
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var liveEffectFrame = new AcDream.App.Update.LiveEffectFrameController(
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_translucencyFades,
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_animationHookFrames!,
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_entityEffects!,
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_particleSink!,
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_liveEntityLights!,
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_particleVisibility,
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_particleSystem!,
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_scriptRunner!,
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_updateFrameClock,
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new AcDream.App.Update.SettingsParticleRangeSource(
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_settingsVm,
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_persistedDisplay.ParticleRange));
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var liveObjectFrame = new AcDream.App.Update.LiveObjectFrameController(
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_inboundEntityEvents,
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_localPlayerFrame,
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_selectionInteractions,
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_liveEntities,
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_localPlayerIdentity,
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_liveWorldOrigin,
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_liveAnimationScheduler,
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_staticAnimationScheduler,
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_animationPresenter,
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_animatedEntities,
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_equippedChildRenderer!,
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liveEffectFrame);
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_liveSpatialReconciler =
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new AcDream.App.Update.LiveSpatialPresentationReconciler(
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_entityEffects!,
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_equippedChildRenderer!,
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_particleSink!,
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_liveEntityLights!);
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_liveFrameCoordinator = new AcDream.App.World.RetailLiveFrameCoordinator(
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liveObjectFrame,
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_worldState,
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_liveSessionController,
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_localPlayerFrame,
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_liveSpatialReconciler);
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AcDream.App.Net.LiveSessionStartResult liveStart =
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_liveSessionController.Start(
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_options,
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@ -3520,7 +3545,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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// camera path re-extends the boom. Updating directly from the stale
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// source-world viewer made the destination bend across the reveal.
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_retailChaseCamera?.ResetViewerToPlayer(snappedPos, _playerController.Yaw);
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ReconcileLiveObjectSpatialPresentation();
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_liveSpatialReconciler.Reconcile();
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AcDream.Core.Physics.PhysicsDiagnostics.LogTeleport(
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"PLACED", resolved.CellId, $"forced={forced}");
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@ -4203,7 +4228,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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// The player was materialized by this frame's inbound pass.
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// Its non-advancing initial projection must publish child and
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// effect anchors before the first draw too.
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ReconcileLiveObjectSpatialPresentation();
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_liveSpatialReconciler.Reconcile();
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}
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// Update chase camera(s). The CameraController exposes whichever
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@ -5715,102 +5740,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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LastFrameProfile: _frameProfiler.LastReport);
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}
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/// <summary>
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/// Advances the live object's retail UseTime phase before inbound packet
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/// dispatch. Final root/part poses and their animation hooks are published
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/// together so rendering consumes one coherent update snapshot.
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/// </summary>
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private void AdvanceLiveObjectRuntime(float dt) =>
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_inboundEntityEvents.Run(
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this,
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dt,
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static (window, deltaTime) =>
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window.AdvanceLiveObjectRuntimeCore(deltaTime));
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private void AdvanceLiveObjectRuntimeCore(float dt)
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{
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// The local body participates in the same retail CPhysics phase as
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// remote objects. Its outbound movement snapshot is completed here,
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// before SmartBox dispatch can apply F751/ForcePosition.
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_localPlayerFrame.AdvanceBeforeNetwork(dt);
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// Retail input ordering: movement edges reach MoveToState before a
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// later Use/PickUp action from the same input frame. ACE cancels an
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// active server MoveTo chain when it receives MoveToState, so sending
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// Use directly from Silk's key callback inverted that order and left
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// the client walking to a corpse whose server callback was cancelled.
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_selectionInteractions?.DrainOutbound();
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System.Numerics.Vector3? playerPosition =
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_entitiesByServerGuid.TryGetValue(
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_playerServerGuid,
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out var ordinaryObjectViewer)
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? ordinaryObjectViewer.Position
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: null;
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IReadOnlyDictionary<uint, LiveEntityAnimationSchedule> animationSchedules =
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_liveAnimationScheduler.Tick(
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dt,
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playerPosition,
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_localPlayerFrame.HiddenPartPoseDirty,
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_liveCenterX,
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_liveCenterY,
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_animationPresenter.PrepareAnimation);
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// CPhysics::UseTime (0x00509950) processes the ordinary object table
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// first, then its distinct static_animating_objects workset.
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_staticAnimationScheduler?.Tick(dt);
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if (_animatedEntities.Count > 0)
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_animationPresenter.Present(animationSchedules);
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_equippedChildRenderer?.Tick();
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// CPhysicsObj::animate_static_object (0x00513DF0) reaches
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// process_hooks only after UpdatePartsInternal and
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// UpdateChildrenInternal. Ordinary objects complete AnimationDone in
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// their earlier UpdatePositionInternal slot; the static workset has
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// this distinct tail.
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_staticAnimationScheduler?.ProcessHooks();
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// Advance already-active FP hooks before routing hooks emitted by
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// this PartArray update. A newly created translucency hook begins at
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// its authored Start value this frame; it does not consume dt twice.
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_translucencyFades.AdvanceAll(dt);
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_animationHookFrames?.Drain();
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_entityEffects?.RefreshLiveOwnerPoses();
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_particleSink?.RefreshAttachedEmitters();
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_liveEntityLights?.Refresh();
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if (_particleSystem is not null)
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{
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var particleRange = _settingsVm?.DisplayDraft.ParticleRange
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?? _persistedDisplay.ParticleRange;
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float rangeMultiplier = particleRange
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== AcDream.UI.Abstractions.Panels.Settings.ParticleRange.Extended
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? AcDream.App.Rendering.Vfx.ParticleVisibilityController.ExtendedRangeMultiplier
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: 1f;
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_particleVisibility.Apply(_particleSystem, rangeMultiplier);
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}
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// Retail CPhysicsObj::UpdateObjectInternal (0x005156B0) advances
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// ParticleManager before ScriptManager. A particle created by a PES
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// hook therefore begins simulation on the following object frame.
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_particleSystem?.Tick(dt);
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_scriptRunner?.Tick(_updateFrameClock.CurrentScriptTime);
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}
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/// <summary>
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/// Re-composes spatial derivatives after authoritative packet handlers
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/// move roots. This pass advances no time, animation, scripts, particles,
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/// or fades; it only makes children and live anchors agree with the root
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/// that the same frame will draw.
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/// </summary>
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private void ReconcileLiveObjectSpatialPresentation()
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{
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// Authoritative handlers mutate WorldEntity roots directly. Publish
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// those roots before children read their parent's pose; child Tick
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// then publishes each newly composed child pose for attached effects.
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_entityEffects?.RefreshLiveOwnerPoses();
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_equippedChildRenderer?.Tick();
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_particleSink?.RefreshAttachedEmitters();
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_liveEntityLights?.Refresh();
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}
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/// <summary>
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/// Phase 6.4: advance every animated entity's frame counter by
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/// <paramref name="dt"/> * Framerate, wrapping around the cycle's
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@ -5855,33 +5784,10 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
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&& _animatedEntities.TryGetValue(entity.Id, out var ae)
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&& ae.Sequencer is { } sequencer)
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{
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CaptureAnimationHooks(ae.Entity.Id, sequencer);
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_animationHookFrames?.Capture(ae.Entity.Id, sequencer);
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}
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}
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private void CaptureAnimationHooks(
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uint ownerLocalId,
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AcDream.Core.Physics.AnimationSequencer sequencer) =>
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_animationHookFrames?.Capture(ownerLocalId, sequencer);
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uint ILiveAnimationPresentationContext.LocalPlayerGuid => _playerServerGuid;
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AcDream.Core.Physics.MotionInterpreter?
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ILiveAnimationPresentationContext.ResolveMotionInterpreter(
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LiveEntityRecord record)
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{
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if (_liveEntities?.TryGetRecord(record.ServerGuid, out LiveEntityRecord current) != true
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|| !ReferenceEquals(current, record))
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{
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return null;
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}
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||||
if (record.ServerGuid == _playerServerGuid)
|
||||
return _playerController?.Motion;
|
||||
return record.RemoteMotionRuntime is RemoteMotion remote
|
||||
? remote.Motion
|
||||
: null;
|
||||
}
|
||||
|
||||
// IsEntityCurrentlyMoving REMOVED (2026-07-09): it powered a cache-bypass
|
||||
// narrowing that dropped settled-open doors / faded-out walls back onto the
|
||||
// stale Tier-1 rest-pose cache entry (the door/fade "flip-back"). See the
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue