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

@ -447,12 +447,9 @@ public sealed class GameWindow : IDisposable
// the bool here.
private AcDream.App.Input.PlayerModeAutoEntry? _playerModeAutoEntry;
// Phase K.1b — single input path. Every keyboard/mouse-button reaction
// flows through InputDispatcher.Fired (see OnInputAction below) or
// IsActionHeld (per-frame polling for movement). The legacy direct
// kb.KeyDown switch + mouse.MouseDown/MouseUp handlers are GONE; only
// mouse.MouseMove survives as a direct handler because mouse-delta is
// axis input, not chord input.
// Phase K.1b / Slice 8 F — one semantic input path. Transitional actions
// flow through GameplayInputActionRouter; held movement is polled through
// InputDispatcher. Raw axis motion belongs to CameraPointerInputController.
private AcDream.App.Input.SilkKeyboardSource? _kbSource;
private AcDream.App.Input.SilkMouseSource? _mouseSource;
private AcDream.UI.Abstractions.Input.InputDispatcher? _inputDispatcher;
@ -462,6 +459,12 @@ public sealed class GameWindow : IDisposable
private readonly AcDream.App.Input.DispatcherCameraInputSource _cameraInput = new();
private AcDream.App.Input.IMouseLookCursor? _mouseLookCursor;
private AcDream.App.Input.GameplayInputFrameController? _gameplayInputFrame;
private AcDream.App.Input.GameplayInputActionRouter? _gameplayInputActions;
private AcDream.App.Input.RetainedUiGameplayBinding? _retainedUiGameplayBinding;
private readonly AcDream.App.Diagnostics.RuntimeDiagnosticCommandSlot
_runtimeDiagnosticCommands = new();
private readonly AcDream.App.Combat.LiveCombatModeCommandSlot
_liveCombatModeCommands = new();
// K.1c: load user-customized bindings from %LOCALAPPDATA%\acdream\keybinds.json,
// falling back to the retail-faithful defaults if the file is missing
// or corrupt. This is THE single source of truth for the keymap at
@ -693,10 +696,6 @@ public sealed class GameWindow : IDisposable
_inputDispatcher.Attach();
_movementInput.Bind(_inputDispatcher);
_cameraInput.Bind(_inputDispatcher);
_inputDispatcher.Fired += OnInputAction;
Combat.CombatModeChanged += SetInputCombatScope;
SetInputCombatScope(Combat.CurrentMode);
}
_gl.ClearColor(0.05f, 0.10f, 0.18f, 1.0f);
@ -960,9 +959,12 @@ public sealed class GameWindow : IDisposable
getFrameMs: () =>
(float)(_renderFrameDiagnostics?.Snapshot.FrameMilliseconds ?? 16.7),
combat: Combat);
_debugVm.CycleTimeOfDay = CycleTimeOfDay;
_debugVm.CycleWeather = CycleWeather;
_debugVm.ToggleCollisionWires = ToggleCollisionWires;
_debugVm.CycleTimeOfDay =
_runtimeDiagnosticCommands.CycleTimeOfDay;
_debugVm.CycleWeather =
_runtimeDiagnosticCommands.CycleWeather;
_debugVm.ToggleCollisionWires =
_runtimeDiagnosticCommands.ToggleCollisionWireframes;
// Phase K.2: free-fly toggle button — same routine the
// legacy F-key alias hits. Cancels the one-shot
// auto-entry if the user opts out of player mode before
@ -1406,8 +1408,6 @@ public sealed class GameWindow : IDisposable
displayMessage: text => Chat.OnSystemMessage(text, 0x1Au),
incrementBusy: () => _itemInteractionController.IncrementBusyCount(),
canSend: () => _liveSessionHost?.IsInWorld == true);
_uiHost.Root.DragReleasedOutsideUi += OnUiDragReleasedOutside;
// Feed Silk input to the UiRoot tree so windows drag / close / select.
// UiRoot consumes UI events; the game InputDispatcher (subscribed to the
// same devices) is gated off via WantCaptureMouse/Keyboard above when the
@ -1577,7 +1577,7 @@ public sealed class GameWindow : IDisposable
UseItemByGuid,
Combat,
ItemMana,
ToggleLiveCombatMode,
_liveCombatModeCommands.Toggle,
_itemInteractionController,
entry => LiveSession?.SendAddShortcut(entry),
index => LiveSession?.SendRemoveShortcut(index),
@ -2007,6 +2007,17 @@ public sealed class GameWindow : IDisposable
text => _debugVm?.AddToast(text),
_playerApproachCompletions);
}
if (_uiHost is { } retainedHost
&& _selectionInteractions is { } selectionInteractions)
{
_retainedUiGameplayBinding =
AcDream.App.Input.RetainedUiGameplayBinding.Create(
retainedHost.Root,
(item, x, y) =>
selectionInteractions.PlaceDraggedItem(item, x, y),
_hostQuiescence);
_retainedUiGameplayBinding.Attach();
}
// A.5 T22.5: apply A2C gate from quality preset.
_wbDrawDispatcher.AlphaToCoverage = _resolvedQuality.AlphaToCoverage;
@ -2813,6 +2824,81 @@ public sealed class GameWindow : IDisposable
_playerModeAutoEntry),
cameraFrame);
_liveSessionHost = CreateLiveSessionHost();
AcDream.UI.Abstractions.Panels.Debug.DebugVM? debugVm = _debugVm;
Action<string>? debugToast = debugVm is null
? null
: message => debugVm.AddToast(message);
AcDream.Core.Chat.ChatLog chat = Chat;
var combatCommand =
new AcDream.App.Combat.LiveCombatModeCommandController(
new AcDream.App.Combat.LiveSessionCombatModeAuthority(
_liveSessionHost),
new AcDream.App.Combat.LocalPlayerCombatEquipmentSource(
Objects,
_localPlayerIdentity),
Combat,
new AcDream.App.Combat.ItemInteractionCombatModeIntentSink(
_itemInteractionController!),
Console.WriteLine,
debugToast,
text => chat.OnSystemMessage(text, 0x1Au));
_liveCombatModeCommands.Bind(combatCommand);
var nearbyDiagnostics =
new AcDream.App.Diagnostics.NearbyWorldDiagnosticDumper(
new AcDream.App.Diagnostics.RuntimeNearbyWorldDiagnosticSource(
_localPlayerMode,
_playerControllerSlot,
_cameraController!,
_liveWorldOrigin,
_worldState,
_physicsEngine),
Console.WriteLine);
var runtimeDiagnostics =
new AcDream.App.Diagnostics.RuntimeDiagnosticCommandController(
_worldEnvironment,
_worldSceneDebugState,
_cameraPointerInput,
nearbyDiagnostics,
debugToast);
_runtimeDiagnosticCommands.Bind(runtimeDiagnostics);
if (_inputDispatcher is { } dispatcher)
{
var pointer = _cameraPointerInput
?? throw new InvalidOperationException(
"Gameplay action routing requires the composed pointer owner.");
var commands = new AcDream.App.Input.GameplayInputCommandController(
new AcDream.App.Input.RetainedGameplayWindowCommands(
_retailUiRuntime),
new AcDream.App.Input.DevToolsGameplayCommands(
_devToolsFramePresenter),
runtimeDiagnostics,
new AcDream.App.Input.PlayerModeGameplayCommands(
_localPlayerMode,
_playerModeController),
new AcDream.App.Input.ItemTargetModeCommands(
_itemInteractionController!),
new AcDream.App.Input.GameplayCameraModeCommands(
_cameraController!),
combatCommand,
new AcDream.App.Input.GameplayWindowCommands(_window!.Close));
var targets = new AcDream.App.Input.RuntimeGameplayInputPriorityTargets(
_gameplayInputFrame!,
pointer,
_retailUiRuntime,
_selectionInteractions,
commands);
_gameplayInputActions = AcDream.App.Input.GameplayInputActionRouter.Create(
dispatcher,
Combat,
targets,
_hostQuiescence,
Console.WriteLine);
_gameplayInputActions.Attach();
}
AcDream.App.Net.LiveSessionStartResult liveStart =
_liveSessionHost.Start(_options);
switch (liveStart.Status)
@ -3241,36 +3327,6 @@ public sealed class GameWindow : IDisposable
private bool GetDebugPlayerOnGround() =>
_playerMode && _playerController is not null && !_playerController.IsAirborne;
/// <summary>
/// Cycle the time-of-day debug override. Same body as the old F7
/// keybind handler; called by both the keybind AND the DebugPanel
/// "Cycle time of day" button via DebugVM.CycleTimeOfDay.
/// </summary>
private void CycleTimeOfDay()
{
string message = _worldEnvironment.CycleTimeOfDay();
_debugVm?.AddToast(message);
}
/// <summary>
/// Cycle the weather kind. Same body as the old F10 keybind handler.
/// </summary>
private void CycleWeather()
{
string message = _worldEnvironment.CycleWeather();
_debugVm?.AddToast(message);
}
/// <summary>
/// Toggle the collision-wires debug renderer. Same body as the old
/// F2 keybind handler.
/// </summary>
private void ToggleCollisionWires()
{
bool visible = _worldSceneDebugState.ToggleCollisionWireframes();
_debugVm?.AddToast($"Collision wireframes {(visible ? "ON" : "OFF")}");
}
// Phase K.3 settings state remains runtime-owned; the presenter owns the
// optional SettingsPanel and its visibility/input operations.
private AcDream.UI.Abstractions.Panels.Settings.SettingsVM? _settingsVm;
@ -3282,11 +3338,6 @@ public sealed class GameWindow : IDisposable
private AcDream.UI.Abstractions.Panels.Settings.SettingsStore? _settingsStore;
private string _activeToonKey = "default";
private bool ToggleRetailWindow(string name)
{
return _retailUiRuntime?.ToggleWindow(name) ?? false;
}
private void SyncToolbarWindowButtons()
{
_retailUiRuntime?.SyncToolbarWindowButtons();
@ -3369,12 +3420,6 @@ public sealed class GameWindow : IDisposable
}
}
private void OnUiDragReleasedOutside(object payload, int x, int y)
{
if (payload is AcDream.App.UI.ItemDragPayload itemPayload)
_selectionInteractions?.PlaceDraggedItem(itemPayload, x, y);
}
// L.0 follow-up: persisted-settings cache populated by
// LoadAndApplyPersistedSettings (runs unconditionally in OnLoad,
// not gated on DevToolsEnabled). The Settings PANEL construction
@ -3563,202 +3608,6 @@ public sealed class GameWindow : IDisposable
&& width > 0
&& height > 0;
}
// ── K.1b: dispatcher action handler ──────────────────────────────────
//
// SINGLE place where every game-side keyboard/mouse-button reaction
// lives. The legacy direct kb.KeyDown switch + mouse.MouseDown/MouseUp
// handlers are gone; everything now flows through InputDispatcher.Fired
// → here. New behaviors register a new InputAction in the enum + a
// case in this switch + a binding in KeyBindings.
/// <summary>
/// K.1b — multicast subscriber on <see cref="InputDispatcher.Fired"/>.
/// Handles every game-side reaction to a keyboard/mouse-button chord.
/// Per-frame held-state polling (movement WASD/Shift/Space) lives in
/// <see cref="OnUpdate"/> via <see cref="InputDispatcher.IsActionHeld"/>;
/// this method handles transitional Press/Release events only.
/// </summary>
private void SetInputCombatScope(AcDream.Core.Combat.CombatMode mode)
{
_inputDispatcher?.SetCombatScope(mode switch
{
AcDream.Core.Combat.CombatMode.Melee => AcDream.UI.Abstractions.Input.InputScope.MeleeCombat,
AcDream.Core.Combat.CombatMode.Missile => AcDream.UI.Abstractions.Input.InputScope.MissileCombat,
AcDream.Core.Combat.CombatMode.Magic => AcDream.UI.Abstractions.Input.InputScope.MagicCombat,
_ => null,
});
}
private void OnInputAction(
AcDream.UI.Abstractions.Input.InputAction action,
AcDream.UI.Abstractions.Input.ActivationType activation)
{
// Diagnostic — kept from K.1a; helpful for K.1c verification.
Console.WriteLine($"[input] {action} {activation}");
// RMB orbit and instant mouse-look remain the first accepted input
// transition. Their state is owned by the gameplay/pointer owners.
if (_gameplayInputFrame?.HandlePointerAction(action, activation) == true)
return;
// Phase K.2 — MMB-hold instant mouse-look. Press hides the
// cursor + activates yaw drive; release restores. WantCapture
// edge handling lives in OnUpdate; only Press needs to read it
// for the initial gate (defense in depth — the dispatcher
// already filters on WantCaptureMouse in OnMouseDown).
// ScrollUp / ScrollDown — emit by InputDispatcher.OnScroll on every
// wheel tick. Press is the only activation type for wheel.
if (action == AcDream.UI.Abstractions.Input.InputAction.ScrollUp
|| action == AcDream.UI.Abstractions.Input.InputAction.ScrollDown)
{
if (activation != AcDream.UI.Abstractions.Input.ActivationType.Press) return;
HandleScrollAction(action);
return;
}
// ACCmdInterp::HandleNewForwardMovement (0x0058B1F0) aborts automatic
// combat before the movement command enters CommandInterpreter. This
// notification does not consume the input; the movement owner below
// still receives it normally.
// Retail attack actions consume their full transition stream: key-down
// starts the power build and key-up commits it. Handle them before the
// generic Press-only gate below.
if (_gameplayInputFrame?.HandleCombatAction(action, activation) == true)
return;
// Every other action fires on Press only (no Release / Hold side-
// effects in the K.1b set). Filter out non-Press activations early
// so subscribers that have Release-mode bindings don't accidentally
// re-fire. B.4b exception: DoubleClick must pass through so
// SelectDblLeft / SelectDblRight / SelectDblMid can reach the switch.
if (activation != AcDream.UI.Abstractions.Input.ActivationType.Press
&& activation != AcDream.UI.Abstractions.Input.ActivationType.DoubleClick) return;
// Wave 4.1: one retained-UI delegation seam. The runtime routes only
// toolbar-owned semantic actions; every other action continues through
// the game switch below. Keyboard capture is already enforced at the
// InputDispatcher source, matching retail's stack-entry focus gate.
if (_retailUiRuntime?.HandleInputAction(action) == true)
return;
if (_selectionInteractions?.HandleInputAction(action) == true)
return;
// K-fix1 (2026-04-26): Q is autorun TOGGLE, not hold-to-run. Press
// Q to start, press Q again to stop. Pressing Backup / Stop /
// StrafeLeft / StrafeRight while autorun is active also cancels it
// — retail-faithful: any deliberate movement input wins. (Pressing
// Forward AGAIN does NOT cancel — retail's autorun stays active
// even when you press W; the two stack.)
if (_gameplayInputFrame?.HandlePressedMovementAction(action) == true)
return;
switch (action)
{
case AcDream.UI.Abstractions.Input.InputAction.ToggleInventoryPanel:
// Retail F12 (rebindable). Gated upstream by WantsKeyboard, so it
// does not fire while the chat input holds focus. Null _uiHost =
// retail UI off (ACDREAM_RETAIL_UI unset) → no-op.
ToggleRetailWindow(AcDream.App.UI.WindowNames.Inventory);
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamToggleDebugPanel:
_devToolsFramePresenter?.ToggleDebugPanel();
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamToggleCollisionWires:
ToggleCollisionWires();
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamDumpNearby:
DumpPlayerAndNearbyEntities();
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamCycleTimeOfDay:
CycleTimeOfDay();
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamSensitivityDown:
AdjustActiveSensitivity(1f / 1.2f);
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamSensitivityUp:
AdjustActiveSensitivity(1.2f);
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamCycleWeather:
CycleWeather();
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamToggleFlyMode:
// K-fix3 (2026-04-26): proper round-trip when player has
// an active chase camera. ToggleFly() only swaps
// Fly↔Orbit, so a user who flew out of player mode used
// to land in Holtburg-orbit on toggle-back. With a chase
// camera available, prefer Fly→Chase / Chase→Fly so the
// user round-trips back to the same player view.
_playerModeController?.ToggleFlyOrChase();
break;
case AcDream.UI.Abstractions.Input.InputAction.AcdreamTogglePlayerMode:
_playerModeController?.Toggle();
break;
case AcDream.UI.Abstractions.Input.InputAction.ToggleChatEntry:
// K.2: Tab focuses the chat input. ChatPanel.FocusInput()
// sets a one-shot flag that emits SetKeyboardFocusHere on
// the next render. No-op when the devtools presenter is absent
// (offline / non-devtools build) — the dispatcher still
// logs the action via the [input] diagnostic above so the
// path is observable in either case.
_devToolsFramePresenter?.FocusChatInput();
break;
case AcDream.UI.Abstractions.Input.InputAction.ToggleOptionsPanel:
// K.3: F11 toggles the Settings panel. Null-safe vs.
// devtools-off / panel-not-registered — the [input] log
// line above still records the press regardless.
_devToolsFramePresenter?.ToggleSettingsPanel();
break;
case AcDream.UI.Abstractions.Input.InputAction.CombatToggleCombat:
ToggleLiveCombatMode();
break;
case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
if (_itemInteractionController?.IsAnyTargetModeActive == true)
_itemInteractionController.CancelTargetMode();
else if (_cameraController?.IsFlyMode == true)
_cameraController.ToggleFly(); // exit fly, release cursor
else if (_playerMode)
_playerModeController?.Exit();
else
_window!.Close();
break;
}
}
private void ToggleLiveCombatMode()
{
AcDream.Core.Net.WorldSession? session = LiveSession;
if (_liveSessionHost?.IsInWorld != true || session is null)
return;
IReadOnlyList<AcDream.Core.Items.ClientObject> orderedEquipment =
Objects.GetEquippedBy(_playerServerGuid);
var defaultMode = AcDream.Core.Combat.CombatInputPlanner
.GetDefaultCombatMode(orderedEquipment);
var nextMode = AcDream.Core.Combat.CombatInputPlanner.ToggleMode(
Combat.CurrentMode,
defaultMode);
_itemInteractionController?.NotifyExplicitCombatModeRequest();
session.SendChangeCombatMode(nextMode);
Combat.SetCombatMode(nextMode);
string text = $"Combat mode {nextMode}";
Console.WriteLine($"combat: {text}");
_debugVm?.AddToast(text);
}
/// <summary>
/// Item-target-mode world pick at the current cursor. The renderer supplies the
/// exact visible CPhysicsPart equivalents and RetailWorldPicker performs
@ -3843,87 +3692,6 @@ public sealed class GameWindow : IDisposable
return unhydratable;
}
/// <summary>
/// K.1b: F8/F9 sensitivity adjust extracted into a helper. Multiplies
/// the currently-active mode's sensitivity (chase / fly / orbit) by the
/// given factor and clamps to [0.005, 3.0].
/// </summary>
private void AdjustActiveSensitivity(float factor)
{
if (_cameraPointerInput is not { } pointer)
return;
string message = pointer.AdjustSensitivity(factor);
_debugVm?.AddToast(message);
}
/// <summary>
/// K.1b: F3 dump handler extracted into a method. Same body as the
/// previous in-line F3 branch — prints the player's position +
/// nearby visible entities + nearby shadow physics objects.
/// </summary>
private void DumpPlayerAndNearbyEntities()
{
System.Numerics.Vector3 pos;
if (_playerMode && _playerController is not null)
pos = _playerController.Position;
else
{
System.Numerics.Matrix4x4.Invert(_cameraController!.Active.View, out var iv);
pos = new System.Numerics.Vector3(iv.M41, iv.M42, iv.M43);
}
int lbX = _liveCenterX + (int)MathF.Floor(pos.X / 192f);
int lbY = _liveCenterY + (int)MathF.Floor(pos.Y / 192f);
Console.WriteLine(
$"=== F3 DEBUG DUMP ===\n" +
$" player pos=({pos.X:F2},{pos.Y:F2},{pos.Z:F2})\n" +
$" landblock=0x{(uint)((lbX << 24) | (lbY << 16) | 0xFFFF):X8} local=({pos.X - (lbX - _liveCenterX) * 192f:F2},{pos.Y - (lbY - _liveCenterY) * 192f:F2})\n" +
$" total shadow objects: {_physicsEngine.ShadowObjects.TotalRegistered}");
var visibleNearby = new List<AcDream.Core.World.WorldEntity>();
foreach (var e in _worldState.Entities)
{
float dx = e.Position.X - pos.X;
float dy = e.Position.Y - pos.Y;
if (dx * dx + dy * dy < 15f * 15f) visibleNearby.Add(e);
}
Console.WriteLine($" VISIBLE entities within 15m: {visibleNearby.Count}");
foreach (var e in visibleNearby.OrderBy(e => (e.Position - pos).Length()).Take(12))
{
float d = (e.Position - pos).Length();
Console.WriteLine(
$" VIS id=0x{e.Id:X8} src=0x{e.SourceGfxObjOrSetupId:X8} " +
$"pos=({e.Position.X:F2},{e.Position.Y:F2},{e.Position.Z:F2}) dist={d:F2} scale={e.Scale:F2}");
}
var sorted = new List<(AcDream.Core.Physics.ShadowEntry obj, float dist)>();
foreach (var o in _physicsEngine.ShadowObjects.AllEntriesForDebug())
{
float dx = o.Position.X - pos.X;
float dy = o.Position.Y - pos.Y;
float d = MathF.Sqrt(dx * dx + dy * dy);
if (d < 15f) sorted.Add((o, d));
}
sorted.Sort((a, b) => a.dist.CompareTo(b.dist));
Console.WriteLine($" SHADOW objects within 15m: {sorted.Count}");
foreach (var (o, d) in sorted.Take(12))
{
Console.WriteLine(
$" SHAD id=0x{o.EntityId:X8} {o.CollisionType} r={o.Radius:F2} h={o.CylHeight:F2} " +
$"pos=({o.Position.X:F2},{o.Position.Y:F2},{o.Position.Z:F2}) dist={d:F2}");
}
}
/// <summary>
/// K.1b: ScrollUp / ScrollDown action handler. Adjusts whichever
/// camera distance is current — chase camera distance in player mode,
/// orbit camera distance otherwise. Fly mode ignores scroll. Magnitude
/// is fixed-step (the previous proportional scroll.Y was lost when we
/// moved scroll into the dispatcher, but the discrete step matches
/// retail wheel feel).
/// </summary>
private void HandleScrollAction(AcDream.UI.Abstractions.Input.InputAction action)
=> _cameraPointerInput?.HandleScroll(action);
private void OnClosing()
{
_hostQuiescence.StopAccepting();
@ -3956,6 +3724,10 @@ public sealed class GameWindow : IDisposable
// are already inert.
new ResourceShutdownStage("input callback deactivation",
[
new("combat command slot", _liveCombatModeCommands.Deactivate),
new("diagnostic command slot", _runtimeDiagnosticCommands.Deactivate),
new("retained gameplay", () => _retainedUiGameplayBinding?.Deactivate()),
new("gameplay actions", () => _gameplayInputActions?.Deactivate()),
new("camera pointer", () => _cameraPointerInput?.Deactivate()),
new("dispatcher", () => _inputDispatcher?.Deactivate()),
new("mouse source", () => _mouseSource?.Deactivate()),
@ -3991,6 +3763,28 @@ public sealed class GameWindow : IDisposable
]),
new ResourceShutdownStage("input callback detach",
[
new("retained gameplay", () =>
{
AcDream.App.Input.RetainedUiGameplayBinding? binding =
_retainedUiGameplayBinding;
if (binding is null) return;
binding.Dispose();
if (!binding.IsDisposalComplete)
throw new InvalidOperationException(
"Retained gameplay callback removal remains pending.");
_retainedUiGameplayBinding = null;
}),
new("gameplay actions", () =>
{
AcDream.App.Input.GameplayInputActionRouter? actions =
_gameplayInputActions;
if (actions is null) return;
actions.Dispose();
if (!actions.IsDisposalComplete)
throw new InvalidOperationException(
"Gameplay action callback removal remains pending.");
_gameplayInputActions = null;
}),
new("retained UI input", () => _uiHost?.DeactivateInput()),
new("developer tools input", () => _devToolsInputContext?.Dispose()),
new("camera pointer", () =>
@ -4003,14 +3797,11 @@ public sealed class GameWindow : IDisposable
throw new InvalidOperationException(
"Camera pointer callback removal remains pending.");
}),
new("combat input subscription", () =>
Combat.CombatModeChanged -= SetInputCombatScope),
new("dispatcher", () =>
{
AcDream.UI.Abstractions.Input.InputDispatcher? dispatcher =
_inputDispatcher;
if (dispatcher is null) return;
dispatcher.Fired -= OnInputAction;
_movementInput.Unbind(dispatcher);
_cameraInput.Unbind(dispatcher);
dispatcher.Dispose();