refactor(input): own gameplay action routing

Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 12:43:05 +02:00
parent 8b8afeefa3
commit 4eae9b4f5a
25 changed files with 2608 additions and 418 deletions

View file

@ -74,13 +74,19 @@ internal sealed class SilkPointerCursorModeTarget(IMouse mouse)
}
}
internal interface IPointerSensitivityCommands
{
string AdjustSensitivity(float factor);
}
/// <summary>
/// Owns raw pointer subscriptions and the camera-facing pointer policy that
/// previously lived in GameWindow. Physical event removal is retriable; logical
/// deactivation is immediate, so a copied or stubborn Silk delegate cannot
/// re-enter gameplay while shutdown is closing the live session.
/// </summary>
internal sealed class CameraPointerInputController : IDisposable
internal sealed class CameraPointerInputController
: IDisposable, IPointerSensitivityCommands
{
private readonly IReadOnlyList<IRawPointerSurface> _surfaces;
private readonly IPointerCursorModeTarget _cursor;

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@ -0,0 +1,316 @@
using AcDream.App.Interaction;
using AcDream.App.Rendering;
using AcDream.App.UI;
using AcDream.Core.Combat;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Input;
internal interface IGameplayInputActionSurface
{
void AddFired(Action<InputAction, ActivationType> callback);
void RemoveFired(Action<InputAction, ActivationType> callback);
void SetCombatScope(InputScope? scope);
}
internal sealed class DispatcherGameplayInputActionSurface(InputDispatcher dispatcher)
: IGameplayInputActionSurface
{
private readonly InputDispatcher _dispatcher = dispatcher
?? throw new ArgumentNullException(nameof(dispatcher));
public void AddFired(Action<InputAction, ActivationType> callback) =>
_dispatcher.Fired += callback;
public void RemoveFired(Action<InputAction, ActivationType> callback) =>
_dispatcher.Fired -= callback;
public void SetCombatScope(InputScope? scope) =>
_dispatcher.SetCombatScope(scope);
}
internal interface ICombatModeEventSurface
{
CombatMode CurrentMode { get; }
void AddChanged(Action<CombatMode> callback);
void RemoveChanged(Action<CombatMode> callback);
}
internal sealed class CombatStateModeEventSurface(CombatState combat)
: ICombatModeEventSurface
{
private readonly CombatState _combat = combat
?? throw new ArgumentNullException(nameof(combat));
public CombatMode CurrentMode => _combat.CurrentMode;
public void AddChanged(Action<CombatMode> callback) =>
_combat.CombatModeChanged += callback;
public void RemoveChanged(Action<CombatMode> callback) =>
_combat.CombatModeChanged -= callback;
}
internal interface IGameplayInputPriorityTargets
{
bool HandlePointerAction(InputAction action, ActivationType activation);
void HandleScroll(InputAction action);
bool HandleCombatAction(InputAction action, ActivationType activation);
bool HandleRetainedUiAction(InputAction action);
bool HandleSelectionAction(InputAction action);
bool HandlePressedMovementAction(InputAction action);
void HandleCommand(InputAction action);
}
/// <summary>
/// Typed adapter over canonical gameplay owners. Optional presentation owners
/// remain no-ops when their stack is disabled; no state is mirrored here.
/// </summary>
internal sealed class RuntimeGameplayInputPriorityTargets
: IGameplayInputPriorityTargets
{
private readonly GameplayInputFrameController _frame;
private readonly CameraPointerInputController _pointer;
private readonly RetailUiRuntime? _retainedUi;
private readonly SelectionInteractionController? _selection;
private readonly IGameplayInputCommandTarget _commands;
public RuntimeGameplayInputPriorityTargets(
GameplayInputFrameController frame,
CameraPointerInputController pointer,
RetailUiRuntime? retainedUi,
SelectionInteractionController? selection,
IGameplayInputCommandTarget commands)
{
_frame = frame ?? throw new ArgumentNullException(nameof(frame));
_pointer = pointer ?? throw new ArgumentNullException(nameof(pointer));
_retainedUi = retainedUi;
_selection = selection;
_commands = commands ?? throw new ArgumentNullException(nameof(commands));
}
public bool HandlePointerAction(InputAction action, ActivationType activation) =>
_frame.HandlePointerAction(action, activation);
public void HandleScroll(InputAction action) =>
_pointer.HandleScroll(action);
public bool HandleCombatAction(InputAction action, ActivationType activation) =>
_frame.HandleCombatAction(action, activation);
public bool HandleRetainedUiAction(InputAction action) =>
_retainedUi?.HandleInputAction(action) == true;
public bool HandleSelectionAction(InputAction action) =>
_selection?.HandleInputAction(action) == true;
public bool HandlePressedMovementAction(InputAction action) =>
_frame.HandlePressedMovementAction(action);
public void HandleCommand(InputAction action) =>
_commands.Handle(action);
}
/// <summary>
/// Sole gameplay subscriber to <see cref="InputDispatcher.Fired"/>. The route
/// preserves the accepted priority exactly: pointer, scroll, combat,
/// Press/DoubleClick gate, retained UI, selection, pressed movement, commands.
/// Subscription ownership is reversible and callbacks become inert before the
/// live-session shutdown barrier.
/// </summary>
internal sealed class GameplayInputActionRouter : IDisposable
{
private readonly IGameplayInputActionSurface _actions;
private readonly ICombatModeEventSurface _combat;
private readonly IGameplayInputPriorityTargets _targets;
private readonly HostQuiescenceGate _quiescence;
private readonly Action<string> _log;
private readonly Action<InputAction, ActivationType> _fired;
private readonly Action<CombatMode> _combatModeChanged;
private readonly bool[] _attached = new bool[2];
private ResourceShutdownTransaction? _detach;
private bool _attachStarted;
private int _disposeRequested;
private int _active;
public GameplayInputActionRouter(
IGameplayInputActionSurface actions,
ICombatModeEventSurface combat,
IGameplayInputPriorityTargets targets,
HostQuiescenceGate quiescence,
Action<string>? log = null)
{
_actions = actions ?? throw new ArgumentNullException(nameof(actions));
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
_targets = targets ?? throw new ArgumentNullException(nameof(targets));
_quiescence = quiescence ?? throw new ArgumentNullException(nameof(quiescence));
_log = log ?? (_ => { });
_fired = OnFired;
_combatModeChanged = OnCombatModeChanged;
}
public static GameplayInputActionRouter Create(
InputDispatcher dispatcher,
CombatState combat,
IGameplayInputPriorityTargets targets,
HostQuiescenceGate quiescence,
Action<string>? log = null) =>
new(
new DispatcherGameplayInputActionSurface(dispatcher),
new CombatStateModeEventSurface(combat),
targets,
quiescence,
log);
public bool IsDisposalComplete =>
_attached.All(static attached => !attached);
public void Attach()
{
ObjectDisposedException.ThrowIf(
Volatile.Read(ref _disposeRequested) != 0,
this);
if (_attachStarted)
{
throw new InvalidOperationException(
"Gameplay action attachment has already started.");
}
_attachStarted = true;
try
{
// Mark each edge before invoking its custom accessor. An accessor
// may perform the add and then throw; rollback must still remove it.
_attached[0] = true;
_actions.AddFired(_fired);
_attached[1] = true;
_combat.AddChanged(_combatModeChanged);
Volatile.Write(ref _active, 1);
SetCombatScope(_combat.CurrentMode);
}
catch (Exception attachError)
{
Deactivate();
try
{
EnsureDetachTransaction().CompleteOrThrow();
}
catch (Exception rollbackError)
{
throw new AggregateException(
"Gameplay action registration and rollback both failed.",
new InvalidOperationException(
"Gameplay action registration failed.", attachError),
rollbackError);
}
throw new InvalidOperationException(
"Gameplay action registration failed and was rolled back.",
attachError);
}
}
public void Deactivate() => Interlocked.Exchange(ref _active, 0);
public void Dispose()
{
Interlocked.Exchange(ref _disposeRequested, 1);
Deactivate();
EnsureDetachTransaction().CompleteOrThrow();
}
private void OnFired(InputAction action, ActivationType activation) =>
_quiescence.Invoke(() =>
{
if (Volatile.Read(ref _active) != 0)
Route(action, activation);
});
private void OnCombatModeChanged(CombatMode mode) =>
_quiescence.Invoke(() =>
{
if (Volatile.Read(ref _active) != 0)
SetCombatScope(mode);
});
private void Route(InputAction action, ActivationType activation)
{
_log($"[input] {action} {activation}");
if (_targets.HandlePointerAction(action, activation))
return;
if (action is InputAction.ScrollUp or InputAction.ScrollDown)
{
if (activation == ActivationType.Press)
_targets.HandleScroll(action);
return;
}
if (_targets.HandleCombatAction(action, activation))
return;
if (activation is not ActivationType.Press
and not ActivationType.DoubleClick)
{
return;
}
if (_targets.HandleRetainedUiAction(action))
return;
if (_targets.HandleSelectionAction(action))
return;
if (_targets.HandlePressedMovementAction(action))
return;
_targets.HandleCommand(action);
}
private void SetCombatScope(CombatMode mode) =>
_actions.SetCombatScope(mode switch
{
CombatMode.Melee => InputScope.MeleeCombat,
CombatMode.Missile => InputScope.MissileCombat,
CombatMode.Magic => InputScope.MagicCombat,
_ => null,
});
private ResourceShutdownTransaction EnsureDetachTransaction() =>
_detach ??= new ResourceShutdownTransaction(
new ResourceShutdownStage("gameplay action callbacks",
[
new("combat mode", () => Remove(1)),
new("dispatcher fired", () => Remove(0)),
]));
private void Remove(int index)
{
if (!_attached[index])
return;
switch (index)
{
case 0:
_actions.RemoveFired(_fired);
break;
case 1:
_combat.RemoveChanged(_combatModeChanged);
break;
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
_attached[index] = false;
}
}

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@ -0,0 +1,210 @@
using AcDream.App.Combat;
using AcDream.App.Diagnostics;
using AcDream.App.Rendering;
using AcDream.App.UI;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Input;
internal interface IRetainedGameplayWindowCommands
{
void ToggleInventory();
}
internal sealed class RetainedGameplayWindowCommands(RetailUiRuntime? runtime)
: IRetainedGameplayWindowCommands
{
private readonly RetailUiRuntime? _runtime = runtime;
public void ToggleInventory() =>
_runtime?.ToggleWindow(WindowNames.Inventory);
}
internal interface IDevToolsGameplayCommands
{
void ToggleDebugPanel();
void FocusChatInput();
void ToggleSettingsPanel();
}
internal sealed class DevToolsGameplayCommands(DevToolsFramePresenter? presenter)
: IDevToolsGameplayCommands
{
private readonly DevToolsFramePresenter? _presenter = presenter;
public void ToggleDebugPanel() => _presenter?.ToggleDebugPanel();
public void FocusChatInput() => _presenter?.FocusChatInput();
public void ToggleSettingsPanel() => _presenter?.ToggleSettingsPanel();
}
internal interface IPlayerModeGameplayCommands
{
bool IsPlayerMode { get; }
void ToggleFlyOrChase();
void TogglePlayerMode();
void ExitPlayerMode();
}
internal sealed class PlayerModeGameplayCommands(
ILocalPlayerModeSource mode,
PlayerModeController controller) : IPlayerModeGameplayCommands
{
private readonly ILocalPlayerModeSource _mode = mode
?? throw new ArgumentNullException(nameof(mode));
private readonly PlayerModeController _controller = controller
?? throw new ArgumentNullException(nameof(controller));
public bool IsPlayerMode => _mode.IsPlayerMode;
public void ToggleFlyOrChase() => _controller.ToggleFlyOrChase();
public void TogglePlayerMode() => _controller.Toggle();
public void ExitPlayerMode() => _controller.Exit();
}
internal interface IItemTargetModeCommands
{
bool IsAnyTargetModeActive { get; }
void CancelTargetMode();
}
internal sealed class ItemTargetModeCommands(ItemInteractionController items)
: IItemTargetModeCommands
{
private readonly ItemInteractionController _items = items
?? throw new ArgumentNullException(nameof(items));
public bool IsAnyTargetModeActive => _items.IsAnyTargetModeActive;
public void CancelTargetMode() => _items.CancelTargetMode();
}
internal interface IGameplayCameraModeCommands
{
bool IsFlyMode { get; }
void ExitFlyMode();
}
internal sealed class GameplayCameraModeCommands(CameraController camera)
: IGameplayCameraModeCommands
{
private readonly CameraController _camera = camera
?? throw new ArgumentNullException(nameof(camera));
public bool IsFlyMode => _camera.IsFlyMode;
public void ExitFlyMode() => _camera.ToggleFly();
}
internal interface IGameplayWindowCommands
{
void Close();
}
internal sealed class GameplayWindowCommands(Action close) : IGameplayWindowCommands
{
private readonly Action _close = close
?? throw new ArgumentNullException(nameof(close));
public void Close() => _close();
}
internal interface IGameplayInputCommandTarget
{
bool Handle(InputAction action);
}
/// <summary>
/// Owns the final command tier of the frozen gameplay-action priority graph.
/// It coordinates canonical owners but stores no UI, camera, player, combat,
/// item-target, or diagnostic state of its own.
/// </summary>
internal sealed class GameplayInputCommandController : IGameplayInputCommandTarget
{
private readonly IRetainedGameplayWindowCommands _retained;
private readonly IDevToolsGameplayCommands _devTools;
private readonly IRuntimeDiagnosticCommands _diagnostics;
private readonly IPlayerModeGameplayCommands _playerMode;
private readonly IItemTargetModeCommands _targetMode;
private readonly IGameplayCameraModeCommands _camera;
private readonly ILiveCombatModeCommand _combat;
private readonly IGameplayWindowCommands _window;
public GameplayInputCommandController(
IRetainedGameplayWindowCommands retained,
IDevToolsGameplayCommands devTools,
IRuntimeDiagnosticCommands diagnostics,
IPlayerModeGameplayCommands playerMode,
IItemTargetModeCommands targetMode,
IGameplayCameraModeCommands camera,
ILiveCombatModeCommand combat,
IGameplayWindowCommands window)
{
_retained = retained ?? throw new ArgumentNullException(nameof(retained));
_devTools = devTools ?? throw new ArgumentNullException(nameof(devTools));
_diagnostics = diagnostics ?? throw new ArgumentNullException(nameof(diagnostics));
_playerMode = playerMode ?? throw new ArgumentNullException(nameof(playerMode));
_targetMode = targetMode ?? throw new ArgumentNullException(nameof(targetMode));
_camera = camera ?? throw new ArgumentNullException(nameof(camera));
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
_window = window ?? throw new ArgumentNullException(nameof(window));
}
public bool Handle(InputAction action)
{
if (_diagnostics.Handle(action))
return true;
switch (action)
{
case InputAction.ToggleInventoryPanel:
_retained.ToggleInventory();
return true;
case InputAction.AcdreamToggleDebugPanel:
_devTools.ToggleDebugPanel();
return true;
case InputAction.AcdreamToggleFlyMode:
_playerMode.ToggleFlyOrChase();
return true;
case InputAction.AcdreamTogglePlayerMode:
_playerMode.TogglePlayerMode();
return true;
case InputAction.ToggleChatEntry:
_devTools.FocusChatInput();
return true;
case InputAction.ToggleOptionsPanel:
_devTools.ToggleSettingsPanel();
return true;
case InputAction.CombatToggleCombat:
_combat.Toggle();
return true;
case InputAction.EscapeKey:
HandleEscape();
return true;
default:
return false;
}
}
private void HandleEscape()
{
if (_targetMode.IsAnyTargetModeActive)
_targetMode.CancelTargetMode();
else if (_camera.IsFlyMode)
_camera.ExitFlyMode();
else if (_playerMode.IsPlayerMode)
_playerMode.ExitPlayerMode();
else
_window.Close();
}
}

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@ -0,0 +1,139 @@
using AcDream.App.Rendering;
using AcDream.App.UI;
namespace AcDream.App.Input;
internal interface IRetainedUiDragReleaseSurface
{
void AddReleasedOutside(Action<object, int, int> callback);
void RemoveReleasedOutside(Action<object, int, int> callback);
}
internal sealed class UiRootDragReleaseSurface(UiRoot root)
: IRetainedUiDragReleaseSurface
{
private readonly UiRoot _root = root
?? throw new ArgumentNullException(nameof(root));
public void AddReleasedOutside(Action<object, int, int> callback) =>
_root.DragReleasedOutsideUi += callback;
public void RemoveReleasedOutside(Action<object, int, int> callback) =>
_root.DragReleasedOutsideUi -= callback;
}
/// <summary>
/// Owns the retained-root gameplay edge used when an item drag is released in
/// the world. Logical deactivation precedes live-session teardown and physical
/// removal remains retriable if a custom event accessor fails.
/// </summary>
internal sealed class RetainedUiGameplayBinding : IDisposable
{
private readonly IRetainedUiDragReleaseSurface _surface;
private readonly Action<ItemDragPayload, int, int> _placeDraggedItem;
private readonly HostQuiescenceGate _quiescence;
private readonly Action<object, int, int> _releasedOutside;
private ResourceShutdownTransaction? _detach;
private bool _attached;
private bool _attachStarted;
private int _disposeRequested;
private int _active;
public RetainedUiGameplayBinding(
IRetainedUiDragReleaseSurface surface,
Action<ItemDragPayload, int, int> placeDraggedItem,
HostQuiescenceGate quiescence)
{
_surface = surface ?? throw new ArgumentNullException(nameof(surface));
_placeDraggedItem = placeDraggedItem
?? throw new ArgumentNullException(nameof(placeDraggedItem));
_quiescence = quiescence
?? throw new ArgumentNullException(nameof(quiescence));
_releasedOutside = OnReleasedOutside;
}
public static RetainedUiGameplayBinding Create(
UiRoot root,
Action<ItemDragPayload, int, int> placeDraggedItem,
HostQuiescenceGate quiescence) =>
new(new UiRootDragReleaseSurface(root), placeDraggedItem, quiescence);
public bool IsDisposalComplete => !_attached;
public void Attach()
{
ObjectDisposedException.ThrowIf(
Volatile.Read(ref _disposeRequested) != 0,
this);
if (_attachStarted)
{
throw new InvalidOperationException(
"Retained gameplay attachment has already started.");
}
_attachStarted = true;
try
{
// Publish before the custom accessor: it may add and then throw.
_attached = true;
_surface.AddReleasedOutside(_releasedOutside);
Volatile.Write(ref _active, 1);
}
catch (Exception attachError)
{
Deactivate();
try
{
EnsureDetachTransaction().CompleteOrThrow();
}
catch (Exception rollbackError)
{
throw new AggregateException(
"Retained gameplay registration and rollback both failed.",
new InvalidOperationException(
"Retained gameplay registration failed.", attachError),
rollbackError);
}
throw new InvalidOperationException(
"Retained gameplay registration failed and was rolled back.",
attachError);
}
}
public void Deactivate() => Interlocked.Exchange(ref _active, 0);
public void Dispose()
{
Interlocked.Exchange(ref _disposeRequested, 1);
Deactivate();
EnsureDetachTransaction().CompleteOrThrow();
}
private void OnReleasedOutside(object payload, int x, int y) =>
_quiescence.Invoke(() =>
{
if (Volatile.Read(ref _active) != 0
&& payload is ItemDragPayload item)
{
_placeDraggedItem(item, x, y);
}
});
private ResourceShutdownTransaction EnsureDetachTransaction() =>
_detach ??= new ResourceShutdownTransaction(
new ResourceShutdownStage("retained gameplay callbacks",
[
new("drag released outside UI", Remove),
]));
private void Remove()
{
if (!_attached)
return;
_surface.RemoveReleasedOutside(_releasedOutside);
_attached = false;
}
}