refactor(net): converge live session state reset

This commit is contained in:
Erik 2026-07-21 12:00:48 +02:00
parent 78a9223b65
commit 4f31a5085f
35 changed files with 1460 additions and 83 deletions

View file

@ -817,6 +817,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
// an ICommandBus and becomes inert before the displaced socket closes.
private AcDream.App.Net.LiveSessionEventRouter? _liveSessionEvents;
private AcDream.App.Net.LiveSessionCommandRouter? _liveSessionCommands;
private AcDream.App.Net.LiveSessionResetPlan? _liveSessionResetPlan;
// Phase G.1-G.2 world lighting/time state.
public readonly AcDream.Core.World.WorldTimeService WorldTime =
@ -1785,6 +1786,13 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
// writes under the chosen character's
// name (or "default" pre-login).
settingsStore.SaveCharacter(_activeToonKey, character);
if (string.Equals(
_activeToonKey,
"default",
StringComparison.OrdinalIgnoreCase))
{
_persistedCharacter = character;
}
Console.WriteLine(
$"settings: character[{_activeToonKey}] saved to "
+ AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
@ -2946,23 +2954,125 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
private void ClearInboundEntityState()
{
EndMouseLookAndRestoreCursor();
ResetTeleportTransitState(clearSession: true);
if (_playerController is not null)
_playerController.State = AcDream.App.Input.PlayerState.InWorld;
(_liveSessionResetPlan ??= CreateLiveSessionResetPlan()).Execute();
}
// Session-scoped origin readiness. A reconnect's first logical player
// CreateObject must initialize the render/streaming center anew;
// projection recovery inside one session never crosses this boundary.
private AcDream.App.Net.LiveSessionResetPlan CreateLiveSessionResetPlan() =>
AcDream.App.Net.LiveSessionResetManifest.Create(new()
{
MouseCapture = ResetSessionMouseCapture,
PlayerPresentation = ResetSessionPlayerPresentation,
TeleportTransit = () => ResetTeleportTransitState(clearSession: true),
SessionDialogs = () => _retailUiRuntime?.ResetSessionDialogs(),
ChatCommandTargets = () => _retailChatVm?.ResetSessionTargets(),
SettingsCharacterContext = () =>
_settingsVm?.LoadCharacterContext(_persistedCharacter),
EquippedChildren = () => _equippedChildRenderer?.Clear(),
ExternalContainer = () => _externalContainers.Reset(),
InteractionAndSelection = ResetSessionInteraction,
SelectionPresentation = () => _retailSelectionScene?.Reset(),
ObjectTable = Objects.Clear,
Spellbook = SpellBook.Clear,
MagicRuntime = () => _magicRuntime?.Reset(),
CombatAttack = () => _combatAttackController?.ResetSession(),
CombatState = Combat.Clear,
ItemMana = ItemMana.Clear,
LocalPlayer = LocalPlayer.Clear,
Friends = Friends.Clear,
Squelch = Squelch.Clear,
TurbineChat = TurbineChat.Reset,
ParticleVisibility = _particleVisibility.Reset,
InboundEventFifo = _inboundEntityEvents.Clear,
LiveLiveness = () => _liveEntityLiveness?.Clear(),
LiveRuntime = ResetSessionLiveRuntime,
SessionIdentity = ResetSessionIdentity,
RemoteTeleport = () => _remoteTeleportController?.Clear(),
NetworkEffects = () => _entityEffects?.ClearNetworkState(),
AnimationHookFrames = () => _animationHookFrames?.Clear(),
LivePresentation = () => _liveEntityPresentation?.Clear(),
RemoteMovementDiagnostics = _remoteLastMove.Clear,
PhysicsHostIndex = _physicsHosts.Clear,
});
private void ResetSessionMouseCapture()
{
bool wasActive = _mouseLook?.Active == true;
_mouseLook?.Release();
if (wasActive || _mouseLookSavedCursorMode.HasValue)
RestoreCursorAfterMouseLook();
}
private void ResetSessionPlayerPresentation()
{
_playerModeAutoEntry?.Cancel();
try
{
_cameraController?.ExitChaseMode();
}
finally
{
_playerMode = false;
_playerController = null;
_playerHost = null;
_chaseCamera = null;
_retailChaseCamera = null;
_playerMouseDeltaX = 0f;
_rmbHeld = false;
_autoRunActive = false;
_chaseModeEverEntered = false;
_lastMovementTruthOutbound = null;
_lastLocalPlayerShadow = null;
_spawnClaimRangeMemo = null;
}
}
private void ResetSessionIdentity()
{
AcDream.App.Net.LiveSessionEntityRuntimeReset.RequireConvergence(_liveEntities);
// PlayerModule::Clear @ 0x005D48A0 clears shortcuts, desired
// components, and character option objects. CPlayerSystem::Begin
// @ 0x0055D410 resets player identity and session fields. The option
// default comes from PlayerModule::PlayerModule @ 0x005D51F0.
_playerServerGuid = 0u;
_vitalsVm?.SetLocalPlayerGuid(0u);
Chat.ResetSessionIdentity();
AcDream.App.Streaming.EntityVanishProbe.PlayerGuid = 0u;
_activeToonKey = "default";
_characterOptions1 =
AcDream.Core.Net.Messages.PlayerDescriptionParser.CharacterOptions1.Default;
_playerMotionTableId = null;
_lastSeenRunSkill = -1;
_lastSeenJumpSkill = -1;
_lastLivePlayerLandblockId = null;
_liveSpawnReceived = 0;
_liveSpawnHydrated = 0;
_liveDropReasonNoPos = 0;
_liveDropReasonNoSetup = 0;
_liveDropReasonSetupDatMissing = 0;
_liveDropReasonNoMeshRefs = 0;
_liveAnimRejectNoCycle = 0;
_liveAnimRejectFramerate = 0;
_liveAnimRejectSingleFrame = 0;
_liveAnimRejectPartFrames = 0;
Shortcuts = Array.Empty<AcDream.Core.Items.ShortcutEntry>();
DesiredComponents = Array.Empty<(uint Id, uint Amount)>();
_paperdollDollDirty = true;
// X/Y are ignored until the next logical player CreateObject claims a
// new origin. Keeping the last values avoids inventing a synthetic
// landblock while still forcing first-spawn initialization.
_liveCenterKnown = false;
}
// Attachment projections own GL-backed world registrations, so tear
// them down before dropping the canonical GUID/timestamp snapshots.
_equippedChildRenderer?.Clear();
_externalContainers.Reset();
Objects.Clear();
SpellBook.Clear();
_magicRuntime?.Reset();
private void ResetSessionLiveRuntime()
{
AcDream.App.Net.LiveSessionEntityRuntimeReset.ClearAndRequireConvergence(
_liveEntities);
}
private void ResetSessionInteraction()
{
if (_selectionInteractions is { } interactions)
interactions.ResetSession();
else
@ -2970,36 +3080,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
_itemInteractionController?.ResetSession();
_selection.Reset();
}
_retailSelectionScene?.Reset();
_particleVisibility.Reset();
try
{
_liveEntityLiveness?.Clear();
_liveEntities?.Clear();
}
finally
{
try
{
// A pending teleport is operational state outside the live
// record. Clear it independently even if a resource callback
// failed while the canonical runtime was draining.
_remoteTeleportController?.Clear();
}
finally
{
try
{
// F754/F755 can precede CreateObject, so the mixed pending FIFO
// may contain owners with no LiveEntityRecord to tear down.
_entityEffects?.ClearNetworkState();
}
finally
{
_animationHookFrames?.Clear();
}
}
}
}
/// <summary>