feat(vfx): bind effects to live animated poses

This commit is contained in:
Erik 2026-07-14 10:56:01 +02:00
parent 96ddfdf175
commit 542dcfc384
41 changed files with 3246 additions and 741 deletions

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@ -291,9 +291,30 @@ serial FIFO per owner: duplicate plays append, owners progress independently,
not advance; a new play for an already-created cell-less object is dropped as in
retail. Attached children advance through their eligible parent. Every effect
resource uses the canonical, globally unique `WorldEntity.Id`; static
allocators fail before their namespace can wrap. Live anchors are refreshed from the current
`WorldEntity` before script dispatch; Step 5 extends that root pose to exact
animated part transforms for emitters and dynamic lights.
allocators fail before their namespace can wrap. `EntityEffectPoseRegistry`
publishes the final root and indexed rigid animated-part transforms after animation
and equipped-child composition. Animation hooks are captured during sequence
advance and drained only after those poses are current; PhysicsScripts then run,
attached emitters and object lights refresh, and particle simulation advances.
World-released particles retain their birth positions and parent-local particles
follow their current owner while in-world. Pending spatial projections skip
particle updates and drawing exactly like retail's cell-less object gate without
ending emitter state or identity; absolute creation timestamps remain unchanged,
so elapsed particles/durations expire on re-entry without a backlog burst. Their
anchors may still accept authoritative pose correction before that update.
Missing emitter DAT records fail diagnostically
without a synthesized effect. `LiveEntityLightController` keeps live light
projection/re-entry outside `GameWindow`; `LightingHookSink` remains the Core
hook and per-frame pose consumer. It also owns retail's Lighting-bit/
`SetLightHook` latch so spatial withdrawal preserves logical state while a
true state transition creates or destroys the Setup lights. Stable indexed
poses exclude Setup visual scale and remain separate from drawable `MeshRefs`.
Light registration follows final runtime visibility edges; equipped-child
updates are parent-before-child with retained per-child buffers and cascade
withdrawal when an ancestor pose disappears. A later pose publication drains
the waiting attachment graph transitively, so A→B→C recovers B before C in the
same parent-first pass. Recovery is edge-triggered by object/appearance/pose
publication; permanent missing DAT or holding parts are never polled per frame.
The remaining aggregation is primarily `_playerController`'s player-specific
movement plus the separate `WorldEntity`/animation/physics component types.

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@ -171,7 +171,6 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-64 | **Wield-reject rollback assumes `InventoryServerSaveFailed 0x00A0`** — an optimistic wield rolls back only if ACE emits `0x00A0` for a `GetAndWieldItem` rejection; otherwise corrected by the next authoritative message. Gate-verify via WireMCP. | `src/AcDream.Core.Net/GameEventWiring.cs` (0x00A0 handler) | If ACE uses a different reject opcode for wield, the optimistic state is left dangling until the next full update. | Rejected wield briefly shows the item as equipped in the doll — cosmetic flicker or stuck state if `0x00A0` is not the rejection path. | `InventoryServerSaveFailed 0x00A0`; WireMCP gate-verify |
| AP-65 | **PickupEvent (0xF74A) no longer evicts the weenie from `ClientObjectTable`** — only `DeleteObject (0xF747)` evicts, matching the retail `object_table`-vs-`weenie_object_table` split. An item another player picks up near you (only ever gets `PickupEvent`, never `DeleteObject`) lingers as a data-only entry (`ContainerId 0`, not in any view) until teleport/relog `Clear()`. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (EntityDeleted handler); `src/AcDream.Core.Net/WorldSession.cs` (PickupEvent branch) | The weenie entry for nearby pickups is a harmless data ghost — no UI shows it (no container, not wielded). Retail evicts it from `weenie_object_table` when the object fully leaves interest range via `DeleteObject`; acdream defers to teleport/relog clear. | Slight memory growth in long sessions if many world items are picked up by other players near you; item data ghosts cannot cause functional issues because no UI queries `ContainerId 0`. | `CACObjectMaint::DeleteObject` / `SmartBox::HandleDeleteObject`; ACE `Player_Inventory.cs TryDequipObjectWithNetworking` |
| ~~AP-66~~ | **RETIRED 2026-07-13 — authored paperdoll empty-slot presentation.** The earlier “no silhouettes” conclusion inspected the ItemList elements' own media but missed `UIElement_ItemList::InternalCreateItem`, which clones a distinct `UIElement_UIItem` catalog prototype for each location. All 21 supported jewelry, weapon, ammo, shield, clothing, cloak, trinket, and armor lists now resolve their exact `ItemSlot_Empty` surface from live DAT; `PostInit` confirms non-armor lists remain visible while the nine armor lists toggle with Slots. | `src/AcDream.App/UI/Layout/PaperdollSlotBackgrounds.cs`; `ItemListCellTemplate.cs`; `PaperdollController.cs` | — | — | `gmPaperDollUI::GetLocationInfoFromElementID @ 0x004A37F0`; `PostInit @ 0x004A5360`; `UIElement_ItemList::InternalCreateItem @ 0x004E3570`; `LayoutDesc 0x21000037` |
| AP-67 | Server-spawned weenie fixtures (lanterns, braziers, glowing items carrying `Setup.Lights`) register their lights at their SPAWN-frame world position via `RegisterOwnedLight` in `OnLiveEntitySpawnedLocked` (mirroring the dat-static path in `ApplyLoadedTerrainLocked`); the light does NOT follow the object if it later moves. Cell-scoped light presentation is removed by `LeaveWorldLiveEntityRuntimeComponents` and restored on world re-entry; logical teardown uses the same leave-world tail. | `src/AcDream.App/Rendering/GameWindow.cs` (`OnLiveEntitySpawnedLocked` weenie-light block; `LeaveWorldLiveEntityRuntimeComponents`; `TearDownLiveEntityRuntimeComponents`) | Closes the prior gap where ONLY dat-baked statics registered lights, so server-placed lanterns cast nothing; the overwhelming majority of light-bearing weenies (wall lanterns, braziers, candelabra) are stationary, so spawn-frame placement matches retail; retail's `add_dynamic_light` re-places the light from the object frame each frame | A moving light-bearing weenie (e.g. a torch-carrying NPC) leaves its light at the spawn position instead of following — rare; the faithful fix is to re-place on `OnLivePositionUpdated` | retail object-borne lights `insert_light` 0x0054d1b0 / `add_dynamic_light` 0x0054d420 (per-frame object frame) |
| AP-68 | acdream keeps the 128 nearest-to-CAMERA point lights live (`MaxGlobalLights=128`, `BuildPointLightSnapshot`) and selects per cell CAMERA-INDEPENDENTLY (by the cell's own bounds), so a building interior stays lit at any distance within a town; retail keeps only the 40 nearest-to-PLAYER static lights (`Render::max_static_lights=0x28`, distance-sorted replace-farthest `insert_light`) and re-bakes a cell when its live light set changes, so distant interiors are baked dark and "light up" only as the player approaches and their torches enter the live 40. INTENTIONAL — acdream's always-lit interiors are the preferred behavior (no 1999-era light-budget pop-in); user-confirmed 2026-06-20. | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights=128`, `BuildPointLightSnapshot`, `SelectForObject`) | The retail pop-in is a fixed-function light-budget artifact, not an intended aesthetic; revert to retail by clamping the global set to 40 + distance-to-player sort if ever desired | Distant town interiors are lit in acdream where retail's are dark until approached — a deliberate, user-preferred divergence | `Render::max_static_lights` 0x28; `insert_light` 0x0054d1b0 (distance-sorted, replace-farthest); bake re-trigger `SetStaticLightingVertexColors` cache `burnedInStaticLights != num_static_lights` |
| AP-69 | On a landblock unload/reload, acdream retains the accepted live record and the same `WorldEntity`. Full unload moves non-persistent live projections to that landblock's pending bucket; Near→Far demotion drops only dat-static layers and leaves live projections resident. Neither path replays logical registration or reconstructs from a stale CreateObject. ACE will NOT re-broadcast objects whose guid remains in its per-player `KnownObjects` set, matching retail's retained object-table model. DIVERGENCE: acdream has NO retail 25 s / 384 m visibility cull — the retained record is pruned ONLY by an explicit server `DeleteObject` (0xF747) or session teardown. (#138) | `src/AcDream.App/World/LiveEntityRuntime.cs`; `src/AcDream.App/Streaming/GpuWorldState.cs`; `GameWindow.RehydrateServerEntitiesForLandblock`; `StreamingController` (`onLandblockLoaded`, Loaded + Promoted) | Stable logical identity is retail-faithful and prevents duplicated meshes, scripts, emitters, or stale-spawn teleports while remaining independent of an ACE re-broadcast | An object the server silently stopped tracking WITHOUT a `DeleteObject` (e.g. a creature that wandered out of PVS) can reappear at its last-known position, where retail's 25 s cull would have dropped it — a stale ghost until a real `DeleteObject` or the next session. Close it by porting holtburger's 25 s/384 m `ACE_DESTRUCTION_TIMEOUT` self-cull | `CPhysicsObj::change_cell` 0x00513390; `CPhysicsObj::leave_world` 0x005155A0; ACE `ObjectMaint.KnownObjects` never cleared on teleport (`Physics/Common/ObjectMaint.cs`, `WorldObjects/Player_Tracking.cs`); holtburger client 25 s cull `liveness.rs` `ACE_DESTRUCTION_TIMEOUT_SECS` |
| AP-70 | `TeleportAnimSequencer.ComputeFadeAlpha` uses a smoothstep curve for all fade states; retail's `gmSmartBoxUI::UseTime` drives fade alpha through a 1024-entry `GetAnimLevel` lookup table whose contents are unrecovered | `src/AcDream.Core/World/TeleportAnimSequencer.cs` (`ComputeFadeAlpha`) | `GetAnimLevel` table address and contents not yet extracted via cdb; smoothstep is a perceptually-reasonable S-curve that closely approximates a typical gamma-corrected fade; the visual difference is imperceptible under normal teleport conditions | Fade timing differs subtly from retail — ramp-in or ramp-out may be slightly too fast/slow at the black-fade edges; retire by reading the `GetAnimLevel` table via cdb and replacing smoothstep with a direct 1024-entry lookup (spec §8) | `gmSmartBoxUI::UseTime` 0x004d6e30; `GetAnimLevel` 1024-entry table (address unrecovered — spec §8 cdb trace) |
@ -228,9 +227,6 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| TS-7 | SkyObject `weather_enabled` gate not honored — weather-flagged sky objects (bit 0x04) always instantiate | `src/AcDream.Core/World/SkyDescLoader.cs:50` | No weather_enabled toggle exists yet; IsWeather flag parsed + documented as the gate to wire | Weather-only sky meshes (rain cylinders) appear where retail-with-weather-off suppresses them | `GameSky::MakeObject` 0x00506ee0, guard at decomp:268630 |
| TS-8 | `MagicUpdateEnchantment` (0x02C2) records carry no StatMod — mid-session buffs don't move vital max until relog (**#7/#12**) | `src/AcDream.Core/Spells/Spellbook.cs:150` | The wire parser hasn't been extended to the full ~60-64 byte Enchantment payload; PlayerDescription's block IS parsed | Vitals HUD percent reads differently from retail for the whole session after any buff cast | `EnchantAttribute` 0x00594570; holtburger magic/types.rs |
| TS-9 | MP3 (0x55) and MS-ADPCM (0x02) waves undecoded — affected sounds skipped; retail decoded both via winmm ACM | `src/AcDream.Core/Audio/WaveDecoder.cs:33` | Managed decoder (NAudio or similar) deferred; PCM covers the vast majority of ~3500 waves | Any MP3 (common for music-ish clips) or ADPCM cue plays as silence where retail plays it | winmm ACM path (r05 §2.1) |
| TS-10 | Setup lights anchored at entity root — per-light Frames not transformed through the animated part chain | `src/AcDream.Core/Lighting/LightInfoLoader.cs:31` | Per-part world transforms aren't exposed to the lighting layer; awaiting animation hook integration | A carried torch glows from the character origin, not the hand, and doesn't track swing/idle animations | LightInfo.ViewSpaceLocation per-part Frame (r13 §1) |
| TS-11 | Retail's complete inherited `CreateBlockingParticleHook` payload is decoded by the narrow `DatCollection`-backed compatibility reader, but `ParticleHookSink` deliberately no-ops it until the live emitter-binding owner can apply same-live-nonzero-logical-ID suppression | `src/AcDream.Core/Vfx/ParticleHookSink.cs` (`RetailCreateBlockingParticleHook` case); decoder `src/AcDream.Content/Vfx/RetailAnimationHookReader.cs` | Decoding and cursor alignment are now exact for both PhysicsScripts and Animations; executing it as an ordinary replacement before Step 5 would encode the wrong lifetime rule | Blocking-particle hooks still emit nothing until Step 5; ordinary hooks following them are no longer cursor-misaligned | `CreateBlockingParticleHook::Execute` 0x00526EF0; `ParticleManager::CreateBlockingParticleEmitter` 0x0051B8A0; r04 §6 |
| TS-12 | Animated entities' emitters use rest-pose part transforms anchored at entity root; retail attaches to the live animated part (per-tick refresh deferred; statics fixed by C.1.5b/#56) | `src/AcDream.Core/Vfx/ParticleHookSink.cs:80` (+ :20) | The renderer doesn't expose per-part world transforms to VFX; root + precomputed matrices reproduce retail placement for everything that doesn't animate | Effects hooked to animated parts (swinging hand, nodding head) emit from the rest pose / float at spawn offsets instead of tracking motion | `ParticleEmitter::UpdateParticles` 0x0051d2d4 |
| TS-14 | Setup `Flatten` ignores ParentIndex part hierarchy (treats every placement as root-local); still in production use (GameWindow hydration, SkyRenderer) | `src/AcDream.Core/Meshing/SetupMesh.cs:15` | Most Setups are flat single-level rigs where root-local equals composed; hierarchical composition deferred ("Phase 3") | Any Setup with genuinely nested parts renders them at wrong offsets — mis-assembled multi-part objects in the Flatten paths | retail Setup ParentIndex chain composition |
| TS-15 | No distance-driven degrade (LOD): always close-detail slot 0; plus the **#47** static `Degrades[0]` swap for 34-part humanoids only (structural sentinel detector) | `src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs:57` (+ `src/AcDream.App/Rendering/GameWindow.cs:2608`) | LOD plumbing doesn't exist; slot 0 is correct for player + nearby NPCs; #47 closed the visible low-detail-arms bug without porting UpdateViewerDistance | Distant objects render max-detail (perf + wrong visuals where far meshes intentionally differ/hide parts); a future 34-part non-humanoid matching the sentinel gets the wrong mesh swap | `CPhysicsPart::UpdateViewerDistance` 0x0050E030; ::Draw 0x0050D7A0; ::LoadGfxObjArray 0x0050DCF0 |
| TS-16 | Click picking is Stage A only: ray-vs-fixed-radius spheres (0.71.0 m) + screen rect matched to the indicator; retail's per-polygon refine deferred (**#71**); rect-over-circle is a user-approved UX divergence | `src/AcDream.Core/Selection/WorldPicker.cs:199` | Stage B only needed if visual testing surfaces Stage-A over-picks; sphere/rect + cell-BSP occlusion adequate so far | Clicks near (not on) an entity still select it; fixed radii can mis-prioritize overlapping candidates vs retail's polygon-accurate test | `CPolygon::polygon_hits_ray` 0x0054c889 |
@ -304,8 +300,8 @@ TS-23 (PK bits), TS-25 (stance in MoveToState), TS-17 (AttackConditions),
and revisit AP-13 (ComputeDamage) + AP-24 (jump-charge constant via the
0x0056ADE0 decompile). Emote work must land TS-24 (command-list packing).
Membership Stage 2 must land TS-18 (BuildingCellId).
The audio phase lands TS-9/TS-29; the live-pose animation-hook layer lands
TS-10/TS-11/TS-12/TS-14.
The audio phase lands TS-9/TS-29; the remaining live-pose animation work lands
TS-14.
---

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@ -500,7 +500,7 @@ behavior. Estimated 1726 days focused work, 35 weeks calendar.
- **Wave 4 inventory drag visuals implemented — corrective live visual gate pending.** `IconComposer` now preserves retail's separate underlay-free `m_pDragIcon` for cursor tracking across inventory, paperdoll, and toolbar bindings. Physical source cells keep their full icon in place and reveal authored ghost mesh `0x0600109A` from drag begin through every release/cancel path, with the persistent selection square above the mesh; shortcut aliases remain unghosted. `ItemList_DragOver` destination states are split exactly: contents-grid placement uses the green accept circle `0x060011F9`, while side-bag/main-pack container drop-in uses the green arrow `0x060011F7`. AP-47 retired. Research: `docs/research/2026-07-13-retail-item-drag-visuals-pseudocode.md`.
- **Wave 4.6 item giving implemented 2026-07-13; starter-dungeon live gate pending.** SmartBox drag release now preserves the exact release coordinates, world-picks the target, and runs the existing retail `ItemHolder::AttemptPlaceIn3D` policy. NPC/creature targets send exact `GiveObjectRequest 0x00CD(target,item,amount)` bytes, selected partial stacks use the shared split quantity, and the object table waits for ACE's authoritative remove/stack-size response. `PlayerDescription.Options1` supplies the real `DragItemOnPlayerOpensSecureTrade` option. Issue #216; research: `docs/research/2026-07-13-retail-give-item-pseudocode.md`.
- **M2 held-object parenting shipped and live-gated 2026-07-11.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. Live gate passed: bow selected missile stance, rendered in-hand, followed animation, unequipped cleanly, and melee remained correct. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
- **Missile/portal VFX campaign Steps 04 implemented and independently reviewed 2026-07-14.** The retail oracle and packet fixtures are pinned, complete `PhysicsDesc` plus F754/F755 parsing and nine-channel gates are shipped, and App now has one canonical `LiveEntityRuntime` record per server-object incarnation. Logical register/unregister is separate from spatial rebucketing, so landblock churn and attached equipment retain identity without replaying renderer/script creation or reconstructing from stale spawn data. Canonical materialized and visible target/radar views are distinct; pickup/parent leave-world preserves owners while pausing root simulation; spawn publication is once per incarnation. `GpuWorldState` is spatial-only for live objects. Production PhysicsScript and Animation loading shares a narrow `DatCollection`-backed compatibility reader for retail's inherited blocking-particle payload, including mesh-side preloading; the proven concurrent-safe DatReaderWriter 2.1.7 read path avoids blocking update-thread effects behind streaming. Typed-table selection preserves DAT order and retail's first `intensity <= Mod` boundary, and live `PhysicsDesc` effect defaults replace rather than fall back to Setup. The Step 4 scheduler is now one serial FIFO per owner with duplicate stacking, catch-up dispatch, deterministic delayed `CallPES`, complete hook-router fan-out, update-frame clock publication, retail cell/Frozen eligibility, and structural rejection of malformed zero-time recursive DAT chains without rejecting valid timed weather loops. `EntityEffectController` retains pre-create F754/F755 in one mixed per-GUID FIFO, resolves local identity only through `LiveEntityRuntime`, replays once only after the canonical owner is fully ready and in-world, drops later plays while that existing owner is cell-less, routes attached-child updates through the eligible parent, and replaces/clears the live SoundTable on every PhysicsDesc application. Scripts, particles, lights, translucency, audio, and teardown all share canonical `WorldEntity.Id`; static allocators fail fast before namespace wrap. IA-7, AD-14, and TS-13 are retired; AD-32 now covers only the remaining non-effect, non-Parent pre-create packet families, AD-43 registers the corrupt-DAT zero-time-cycle safety boundary, and TS-11 remains Step 5's live logical-emitter suppression.
- **Missile/portal VFX campaign Steps 05 implemented and independently reviewed 2026-07-14.** The retail oracle and packet fixtures are pinned, complete `PhysicsDesc` plus F754/F755 parsing and nine-channel gates are shipped, and App now has one canonical `LiveEntityRuntime` record per server-object incarnation. Logical register/unregister is separate from spatial rebucketing, so landblock churn and attached equipment retain identity without replaying renderer/script creation or reconstructing from stale spawn data. Canonical materialized and visible target/radar views are distinct; pickup/parent leave-world preserves owners while pausing root simulation; spawn publication is once per incarnation. `GpuWorldState` is spatial-only for live objects. Production PhysicsScript and Animation loading shares a narrow `DatCollection`-backed compatibility reader for retail's inherited blocking-particle payload, including mesh-side preloading; the proven concurrent-safe DatReaderWriter 2.1.7 read path avoids blocking update-thread effects behind streaming. Typed-table selection preserves DAT order and retail's first `intensity <= Mod` boundary, and live `PhysicsDesc` effect defaults replace rather than fall back to Setup. The Step 4 scheduler is now one serial FIFO per owner with duplicate stacking, catch-up dispatch, deterministic delayed `CallPES`, complete hook-router fan-out, update-frame clock publication, retail cell/Frozen eligibility, and structural rejection of malformed zero-time recursive DAT chains without rejecting valid timed weather loops. `EntityEffectController` retains pre-create F754/F755 in one mixed per-GUID FIFO, resolves local identity only through `LiveEntityRuntime`, replays once only after the canonical owner is fully ready and in-world, drops later plays while that existing owner is cell-less, routes attached-child updates through the eligible parent, and replaces/clears the live SoundTable on every PhysicsDesc application. Step 5 publishes current rigid root/indexed-part poses after animation and recursively composed held-child transforms, keeping render-only Setup scale out of particle and holding-location anchors; it then drains animation hooks, owner PhysicsScripts, moving emitters/lights, and particle simulation in fixed order. Normal/blocking/anonymous logical emitter identity is exact, including Stop retaining a blocking ID until final-particle retirement; moving and held Setup lights follow their current roots and share retail's PhysicsState Lighting/SetLight transition state; world-released versus parent-local particle behavior is preserved; missing emitter DAT produces an actionable diagnostic and no invented fallback. Drawable meshes no longer collapse stable Setup-part indices; nested attachments update parent-before-child, recursively withdraw on ancestor pose loss, and recover the complete descendant chain only on real publication edges. Loaded↔pending projection edges skip particle update/draw while retaining original absolute creation times and logical identity, and withdraw light presentation; re-entry evaluates elapsed state once without backlog emission or recreating an effect owner. Scripts, particles, lights, translucency, audio, and teardown all share canonical `WorldEntity.Id`; static allocators fail fast before namespace wrap. IA-7, AD-14, TS-10, TS-11, TS-12, TS-13, and AP-67 are retired; AD-32 now covers only the remaining non-effect, non-Parent pre-create packet families, and AD-43 registers the corrupt-DAT zero-time-cycle safety boundary.
- **M2 local attack receive funnel implemented 2026-07-11; live gate pending.** Retail `ExecuteAttack` only sends the request; ACE chooses the concrete melee/missile action and returns it in a non-autonomous mt-0 `UpdateMotion`. The local branch now runs that state through the same constructor-defaulted `MoveToInterpretedState` funnel and 15-bit action-stamp gate as remotes, then applies sticky/long-jump tails. The old local-only direct `Commands[]` replay is deleted. Shared conversion lives in `InboundInterpretedMotionFactory`; research: `docs/research/2026-07-11-local-combat-motion-pseudocode.md`.
- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, and routes mouse plus keyboard through one `CombatAttackController`. Corrections include the authored wider centered dark-red child range (accepted IA-20), full-width left-to-right bright live attack-charge feedback, exact Speed-left/Power-right justification, silent control-only `AttackDone(ActionCancelled)`, target-frame Keep in View with manual orbit, and persistent corpse motion: the AP-80 velocity-only NPC adaptation can now replace only Ready/Walk/Run, never authoritative Dead/actions. `CombatTargetController` ports the selection-cleared AutoTarget consumer, so a selected creature's authoritative Dead motion clears it and selects the nearest eligible creature when enabled. The 2026-07-12 replacement-corpse correction unifies both multi-frame and static/reactive spawns behind retail's CreateObject lifecycle: apply the wire's Dead state while detached, then `MotionTableManager::HandleEnterWorld` strips Ready→Dead links before the first in-world tick; multiple corpses remaining fallen passed the live user gate that day. Follow-up #205 makes the toolbar read the final canonical selection after a reentrant Auto Target notice and restricts automatic candidates to hostile non-player monsters (intentional PK-edge divergence IA-19); that live gate also passed 2026-07-12. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`; AP-24/AP-95 retired, AP-80 narrowed, AP-110 narrowed, AP-112 records the remaining attack-start and exact trained-Recklessness seams.
- **Retail client command families implemented 2026-07-13; corrective live gate pending.** One shared typed catalog now separates retail client actions from ACE administrator commands for both chat backends. Named-decomp ports cover recall/house/PK travel; age/birth; framerate, lock, version, location, corpse, and die confirmation; clear plus named/automatic UI layouts; AFK/consent; emotes; friends; squelch/filter/message types; and fill-components. App owns execution, Core owns authoritative friends/squelch state, Core.Net owns exact UIQueue/ControlQueue packets. Confirmation reuse now ports retail `DialogFactory` contexts, queue groups/priority, fresh DAT roots, property results, callbacks/close notices, and server abort handling; `/die`, gameplay request tuples, and guarded item-use prompts share its type-1 LayoutDesc `0x2100003C` presenter. The first live gate passed the family except for raw suicide-success code `0x004A` and the title-bar-only FPS presentation; the correction maps retail's text and mounts SmartBox element `0x10000047` with live two-decimal `FPS`/`DEG`. #L.6 is closed; TS-31/TS-47 are narrowed. Research: `docs/research/2026-07-13-retail-client-command-families-pseudocode.md`, `docs/research/2026-07-13-retail-dialog-factory-pseudocode.md`.

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@ -471,7 +471,7 @@ include dungeons.
`PlayerDescription.Options1` preserves retail's player secure-trade
preference. See
`docs/research/2026-07-13-retail-give-item-pseudocode.md` and issue #216.
- **M2/M3 missile, effect, and portal presentation campaign (Steps 04
- **M2/M3 missile, effect, and portal presentation campaign (Steps 05
implemented and independently reviewed 2026-07-14)** — named-retail projectile and
physics-script behavior is pinned in one oracle, the complete `PhysicsDesc`
and F754/F755 wire surfaces are parsed with retail timestamp gates, and
@ -495,7 +495,22 @@ include dungeons.
retain Setup defaults. Concurrent-safe DAT reads stay off the streaming lock; malformed
zero-time recursive chains fail diagnostically while valid timed weather loops
continue. The
remaining steps port live animated attachment poses, projectile motion and
live-pose step now publishes exact root/indexed rigid-part transforms after
animation and equipped-child composition, then drains animation hooks,
PhysicsScripts, attached emitters/lights, and particle simulation in fixed
frame order. World-released particles remain at their birth positions while
parent-local particles follow; normal/blocking/anonymous logical emitter
semantics are exact; pending projections skip particle updates/draw while
retaining absolute creation times, the same emitter, and its logical ID, so
re-entry expires elapsed state once without backlog emission. Moving Setup lights follow top-level and held-object
roots and honor authoritative Lighting/SetLight transitions; missing emitter
assets diagnose without a fabricated fallback. Stable Setup-part indices do
not collapse around missing visuals, nested attachments update parent-first,
and per-child pose buffers are reused. Rigid attachment/effect frames exclude
visual Setup scale, attachment withdrawal cascades through descendants, and
later pose publication recovers the complete descendant chain parent-first;
light registration follows final projection visibility. AP-67, TS-10, TS-11, and TS-12 are
retired. The remaining steps port projectile motion and
sweeps, and Hidden/UnHide portal presentation.
- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)**
local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted

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@ -740,10 +740,84 @@ Repository links:
2. Logical entity creation/destruction is separate from spatial rebucketing.
3. Server Position/Vector/State/Delete packets remain authoritative.
4. No client-side impact, explosion, damage, or deletion is synthesized.
5. Per-object frame ordering preserves retail: animation/timed object hooks,
movement commit and child updates, particle tick, then PhysicsScript tick.
A script-created emitter begins particle simulation on the following tick.
5. Presentation frame ordering is fixed: advance animation/root motion,
publish indexed parts, compose equipped children, drain animation hooks,
tick owner PhysicsScripts, refresh attached emitters/lights, then advance
particle simulation and draw.
Retail stages animation hooks inside `CSequence::update`, then executes them
from `CPhysicsObj::process_hooks` before the new root is committed. The same
update subsequently calls `CPhysicsObj::set_frame` (`0x00514090`), which runs
`CPartArray::SetFrame` and `UpdateChildrenInternal`; that relocates the newly
parented emitter/held child to the final pose before `ParticleManager` advances
or anything draws. acdream's explicit publish-then-drain barrier preserves that
observable ordering without exposing a half-committed pose to modern sinks.
6. Hidden suppresses mesh/collision/interaction but does not destroy the effect
owner.
7. DAT assets determine models, colors, timing, and attachment behavior.
8. Every ported branch receives a conformance test and a named-retail citation.
## 14. Step 5 implementation map (2026-07-14)
- `EntityEffectPoseRegistry` exposes current root and indexed part-local poses
through `IEntityEffectPoseSource`. The indexed channel contains retail's
rigid `CPhysicsPart` frames, not drawable mesh scale: `UpdateParts
0x005190F0` multiplies only the animation origin by object scale, while
`SetScaleInternal 0x00518A00` stores Setup `DefaultScale` separately on
`gfxobj_scale`. Animated entities publish those rigid frames beside their
visually scaled `MeshRef` composition; equipped children then publish
`holdingFrame * parentPart * parentRoot` plus the child's own indexed part
locals. Appearance replacement republishes immediately.
- `AnimationHookFrameQueue` captures hooks during sequence advance and drains
only after equipped-child composition. `AnimationDone` and `UseTime` remain
paired with the sequencer even if its render pose vanished during teardown.
- `ParticleHookSink` binds each live handle to local owner, exact part index
(including root `-1`), complete offset Frame, logical emitter ID, and render
pass. It applies the offset origin through `partLocal * rootWorld`; the
retained offset quaternion remains intentionally unused per
`Particle::Init 0x0051C930`.
- Normal nonzero logical IDs replace, blocking nonzero IDs suppress while the
old emitter remains live, and zero IDs create anonymously. Natural emitter
retirement releases the logical ID. `StopParticleEmitter` retains the ID
until that retirement, while destroy removes it immediately. Missing
`ParticleEmitterInfo` DAT
records log owner + DID and create nothing; the former synthesized generic
cloud is removed.
- World-released particles retain their emission origin while future emissions
follow the refreshed anchor. Parent-local particles consume the refreshed
anchor for existing particles, matching `Particle::Update 0x0051C290` and
`ParticleEmitter::UpdateParticles 0x0051D180`.
Loaded-to-pending spatial transitions skip particle update/draw under retail's
cell-less `update_object 0x00515D10` gate while retaining the emitter,
particles, original absolute creation times, and logical ID. Authoritative pose
correction may still refresh the anchor. Re-entry evaluates elapsed particle
age/emitter duration once and emits no absent-time backlog; timestamps are not
shifted to freeze the effect.
- Setup lights retain their complete local `LIGHTINFO` frame.
`LiveEntityLightController` owns live registration/re-entry and every frame
`LightingHookSink` composes it through the current owner root/cell. Held
objects use the child root published after `CPhysicsObj::UpdateChild
0x00512D50`; top-level roots follow their `WorldEntity`. PhysicsState's
Lighting bit and `SetLightHook` both drive the same create/destroy state,
matching `CPhysicsObj::set_state 0x00514DD0` and `set_lights 0x0050FCF0`.
This retires AP-67 and TS-10.
Light presentation follows `LiveEntityRuntime`'s final projection edge, so a
loaded-to-loaded rebucket does not replay registration and a pending owner
contributes no stale light. Attached lights wait for the composed-child-pose
barrier before their first registration.
- Setup-part indices are retained separately from drawable `MeshRefs`; a
missing middle GfxObj cannot shift later hook/holding indices. Nested held
objects update parent-before-child and compose through the parent's already
published child root. The buffers are retained by the attachment owner and
reused each frame.
- Logical teardown removes queues, emitters, lights, and poses exactly once;
rebucketing does not. Pose loss withdraws an attached projection and its
descendants while retaining accepted relations for valid later recovery.
A post-publish parent-first recovery drain realizes the complete descendant
chain, preventing an A→B→C graph from stranding C after B returns. The drain
is edge-triggered by object/appearance/pose publication, never a per-frame
retry loop for a permanently absent Setup or holding part.
Session reset clears captured hooks and live poses
through normal owner teardown while retaining DAT-static/synthetic poses.
TS-11 and TS-12 are retired with the emitter-binding and
live-part mechanisms.

View file

@ -0,0 +1,132 @@
namespace AcDream.App.Rendering;
/// <summary>
/// Reusable parent-before-child traversal for retail's
/// <c>CPhysicsObj::UpdateChildrenInternal</c> attachment graph. Failed parent
/// projections suppress their descendants for the same frame; callers remove
/// those projections only after traversal, so dictionary enumeration remains
/// stable.
/// </summary>
internal sealed class AttachmentUpdateOrder<TChild>
{
private readonly HashSet<uint> _visiting = new();
private readonly HashSet<uint> _completed = new();
private readonly HashSet<uint> _failedSet = new();
private readonly List<uint> _failed = new();
private readonly List<uint> _subtree = new();
private readonly Queue<uint> _recoveryQueue = new();
private readonly HashSet<uint> _recoveryVisited = new();
/// <summary>
/// Updates the current attachment map without per-frame delegate or
/// enumerator boxing. The returned list is borrowed until the next call.
/// </summary>
public IReadOnlyList<uint> ForEachParentFirst(
Dictionary<uint, TChild> children,
Func<TChild, uint?> parentOf,
Func<uint, bool> update)
{
ArgumentNullException.ThrowIfNull(children);
ArgumentNullException.ThrowIfNull(parentOf);
ArgumentNullException.ThrowIfNull(update);
_visiting.Clear();
_completed.Clear();
_failedSet.Clear();
_failed.Clear();
foreach (uint childId in children.Keys)
Visit(childId, children, parentOf, update);
return _failed;
}
/// <summary>
/// Returns descendants before ancestors so an attachment subtree can be
/// withdrawn without leaving a child rooted at a stale intermediate pose.
/// The returned list is borrowed until the next call.
/// </summary>
public IReadOnlyList<uint> CollectSubtreePostOrder(
Dictionary<uint, TChild> children,
uint rootId,
Func<TChild, uint?> parentOf)
{
_subtree.Clear();
_visiting.Clear();
Collect(rootId, children, parentOf);
return _subtree;
}
/// <summary>
/// Retries every waiting child after a parent pose becomes available.
/// Each successfully realized child becomes a parent candidate in turn,
/// so A→B→C recovers in one parent-first drain.
/// </summary>
public void RealizeDescendants(
uint parentId,
Func<uint, IReadOnlyList<uint>> childrenWaitingForParent,
Func<uint, bool> realize)
{
ArgumentNullException.ThrowIfNull(childrenWaitingForParent);
ArgumentNullException.ThrowIfNull(realize);
_recoveryQueue.Clear();
_recoveryVisited.Clear();
_recoveryQueue.Enqueue(parentId);
_recoveryVisited.Add(parentId);
while (_recoveryQueue.Count > 0)
{
uint currentParent = _recoveryQueue.Dequeue();
IReadOnlyList<uint> waiting = childrenWaitingForParent(currentParent);
for (int i = 0; i < waiting.Count; i++)
{
uint childId = waiting[i];
if (realize(childId) && _recoveryVisited.Add(childId))
_recoveryQueue.Enqueue(childId);
}
}
}
private void Collect(
uint rootId,
Dictionary<uint, TChild> children,
Func<TChild, uint?> parentOf)
{
if (!_visiting.Add(rootId))
return;
foreach ((uint candidateId, TChild child) in children)
{
if (parentOf(child) == rootId)
Collect(candidateId, children, parentOf);
}
_subtree.Add(rootId);
}
private void Visit(
uint childId,
Dictionary<uint, TChild> children,
Func<TChild, uint?> parentOf,
Func<uint, bool> update)
{
if (_completed.Contains(childId)
|| !children.TryGetValue(childId, out TChild? child))
{
return;
}
if (!_visiting.Add(childId))
return;
uint? parentId = parentOf(child);
if (parentId is { } attachedParentId && children.ContainsKey(attachedParentId))
Visit(attachedParentId, children, parentOf, update);
_visiting.Remove(childId);
if (!_completed.Add(childId))
return;
bool succeeded = parentId is not { } parent
|| !_failedSet.Contains(parent);
if (succeeded)
succeeded = update(childId);
if (!succeeded && _failedSet.Add(childId))
_failed.Add(childId);
}
}

View file

@ -1,5 +1,6 @@
using System.Numerics;
using AcDream.App.World;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.Items;
using AcDream.Core.Meshing;
using AcDream.Core.Net;
@ -27,12 +28,20 @@ public sealed class EquippedChildRenderController : IDisposable
private readonly ClientObjectTable _objects;
private readonly LiveEntityRuntime _liveEntities;
private readonly Func<ParentEvent.Parsed, bool> _acceptParent;
private readonly EntityEffectPoseRegistry _poses;
private ParentAttachmentState Relations => _liveEntities.ParentAttachments;
/// <summary>Raised after the attached projection is fully registered.</summary>
public event Action<uint>? EntityReady;
/// <summary>Raised after an attached projection has its composed pose.</summary>
public event Action<uint>? ProjectionPoseReady;
/// <summary>Raised when an attached projection leaves its cell presentation.</summary>
public event Action<uint>? ProjectionRemoved;
private readonly Dictionary<uint, AttachedChild> _attachedByChild = new();
private readonly AttachmentUpdateOrder<AttachedChild> _updateOrder = new();
private readonly Func<AttachedChild, uint?> _parentOfAttached;
private readonly Func<uint, bool> _tickAttached;
public IEnumerable<uint> AttachedEntityIds
{
@ -48,13 +57,17 @@ public sealed class EquippedChildRenderController : IDisposable
object datLock,
ClientObjectTable objects,
LiveEntityRuntime liveEntities,
EntityEffectPoseRegistry poses,
Func<ParentEvent.Parsed, bool> acceptParent)
{
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
_datLock = datLock ?? throw new ArgumentNullException(nameof(datLock));
_objects = objects ?? throw new ArgumentNullException(nameof(objects));
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
_acceptParent = acceptParent ?? throw new ArgumentNullException(nameof(acceptParent));
_parentOfAttached = static child => child.ParentGuid;
_tickAttached = TickChild;
_objects.ObjectMoved += OnObjectMoved;
_objects.MoveRolledBack += OnMoveRolledBack;
@ -83,17 +96,11 @@ public sealed class EquippedChildRenderController : IDisposable
spawn.PositionSequence));
}
ResolveRelations(spawn.Guid);
TryRealize(spawn.Guid);
ResolveAndTryRealize(spawn.Guid);
// ParentEvent can precede the parent's CreateObject. Revisit every
// child waiting specifically on the object that just arrived.
IReadOnlyList<uint> waiting = Relations.ChildrenWaitingForParent(spawn.Guid);
for (int i = 0; i < waiting.Count; i++)
{
ResolveRelations(waiting[i]);
TryRealize(waiting[i]);
}
// ParentEvent can precede the parent's CreateObject. Revisit the
// complete descendant chain rooted at the object that arrived.
RetryWaitingDescendants(spawn.Guid);
}
}
@ -107,15 +114,20 @@ public sealed class EquippedChildRenderController : IDisposable
{
lock (_datLock)
{
IReadOnlyList<uint> waiting = Relations.ChildrenWaitingForParent(guid);
for (int i = 0; i < waiting.Count; i++)
{
ResolveRelations(waiting[i]);
TryRealize(waiting[i]);
}
RetryWaitingDescendants(guid);
}
}
/// <summary>
/// Retries pose-withdrawn descendants only after their parent's new root
/// and indexed parts have been published.
/// </summary>
public void OnPosePublished(uint guid)
{
lock (_datLock)
RetryWaitingDescendants(guid);
}
/// <summary>
/// Apply/queue a live ParentEvent after the live-entity owner has exact-
/// gated the parent's INSTANCE_TS and advanced the child's shared
@ -126,8 +138,8 @@ public sealed class EquippedChildRenderController : IDisposable
lock (_datLock)
{
Relations.Enqueue(update);
ResolveRelations(update.ChildGuid);
TryRealize(update.ChildGuid);
if (ResolveAndTryRealize(update.ChildGuid))
RetryWaitingDescendants(update.ChildGuid);
}
}
@ -171,68 +183,103 @@ public sealed class EquippedChildRenderController : IDisposable
/// <summary>Recompose every child after the parent's animation tick.</summary>
public void Tick()
{
foreach (AttachedChild child in _attachedByChild.Values)
{
if (!_liveEntities.TryGetWorldEntity(child.ParentGuid, out WorldEntity parent))
continue;
if (!EquippedChildAttachment.TryCompose(
child.ParentSetup,
parent.MeshRefs,
child.ChildSetup,
child.ParentLocation,
child.Placement,
child.PartTemplate,
child.Scale,
out IReadOnlyList<MeshRef> parts))
continue;
child.Entity.MeshRefs = parts;
child.Entity.SetPosition(parent.Position);
child.Entity.Rotation = parent.Rotation;
child.Entity.ParentCellId = parent.ParentCellId;
if (parent.ParentCellId is { } parentCellId)
_liveEntities.RebucketLiveEntity(child.ChildGuid, parentCellId);
}
IReadOnlyList<uint> failed = _updateOrder.ForEachParentFirst(
_attachedByChild,
_parentOfAttached,
_tickAttached);
for (int i = 0; i < failed.Count; i++)
WithdrawForPoseLoss(failed[i]);
}
private void TryRealize(uint childGuid)
private bool TickChild(uint childGuid)
{
if (!_attachedByChild.TryGetValue(childGuid, out AttachedChild? child))
return false;
if (_liveEntities.TryGetWorldEntity(child.ParentGuid, out WorldEntity parent)
&& _poses.TryGetRootPose(parent.Id, out Matrix4x4 parentWorld)
&& _poses.TryGetPartPoseSnapshot(
parent.Id,
out var parentPartPoses,
out var parentPartAvailability)
&& EquippedChildAttachment.TryComposePoseInto(
child.ParentSetup,
parentPartPoses,
parentPartAvailability,
child.ChildSetup,
child.ParentLocation,
child.Placement,
child.PartTemplate,
child.Scale,
child.PartPoseBuffer,
child.AttachedPartBuffer,
out EquippedChildPose pose))
{
child.Entity.MeshRefs = pose.AttachedParts;
child.Entity.SetIndexedPartPoses(pose.PartLocal, child.PartAvailability);
if (!ApplyParentWorldPose(child.Entity, parentWorld))
return false;
child.Entity.ParentCellId = parent.ParentCellId;
PublishChildPose(child.Entity, parentWorld, parent.ParentCellId, pose);
if (parent.ParentCellId is { } parentCellId)
_liveEntities.RebucketLiveEntity(child.ChildGuid, parentCellId);
ProjectionPoseReady?.Invoke(child.ChildGuid);
return true;
}
return false;
}
private bool TryRealize(uint childGuid)
{
if (!Relations.TryGetProjection(childGuid, out ParentAttachmentRelation pending))
return;
return false;
if (!_liveEntities.TryGetWorldEntity(pending.ParentGuid, out WorldEntity parentEntity)
|| !_liveEntities.TryGetSnapshot(pending.ParentGuid, out WorldSession.EntitySpawn parentSpawn)
|| !_liveEntities.TryGetSnapshot(childGuid, out WorldSession.EntitySpawn childSpawn))
return;
return false;
if (parentSpawn.SetupTableId is not { } parentSetupId
|| childSpawn.SetupTableId is not { } childSetupId
|| parentEntity.ParentCellId is not { } parentCellId)
return;
return false;
Setup? parentSetup = _dats.Get<Setup>(parentSetupId);
Setup? childSetup = _dats.Get<Setup>(childSetupId);
if (parentSetup is null || childSetup is null)
return;
return false;
var parentLocation = (ParentLocation)pending.ParentLocation;
var placement = (Placement)pending.PlacementId;
IReadOnlyList<MeshRef> template = BuildPartTemplate(childSetup, childSpawn);
bool[] childPartAvailability = BuildPartAvailability(template);
float scale = childSpawn.ObjScale is { } objScale && objScale > 0f
? objScale
: 1.0f;
if (!_poses.TryGetPartPoseSnapshot(
parentEntity.Id,
out var parentPartPoses,
out var parentPartAvailability))
return false;
if (!_poses.TryGetRootPose(parentEntity.Id, out Matrix4x4 parentWorld)
|| !TryDecomposeWorldPose(parentWorld, out Vector3 parentPosition, out Quaternion parentRotation))
{
return false;
}
if (!EquippedChildAttachment.TryCompose(
if (!EquippedChildAttachment.TryComposePoseInto(
parentSetup,
parentEntity.MeshRefs,
parentPartPoses,
parentPartAvailability,
childSetup,
parentLocation,
placement,
template,
scale,
out IReadOnlyList<MeshRef> parts))
return;
partPoseBuffer: null,
attachedPartBuffer: null,
out EquippedChildPose pose))
return false;
// A parented object may materialize here before the ordinary world
// hydration path sees it. Install its logical effect profile before
@ -250,29 +297,34 @@ public sealed class EquippedChildRenderController : IDisposable
WorldEntity? entity = _liveEntities.MaterializeLiveEntity(
childGuid,
parentCellId,
localId => new WorldEntity
localId =>
{
Id = localId,
ServerGuid = childGuid,
SourceGfxObjOrSetupId = childSetupId,
Position = parentEntity.Position,
Rotation = parentEntity.Rotation,
MeshRefs = parts,
PaletteOverride = BuildPaletteOverride(childSpawn),
ParentCellId = parentCellId,
var created = new WorldEntity
{
Id = localId,
ServerGuid = childGuid,
SourceGfxObjOrSetupId = childSetupId,
Position = parentPosition,
Rotation = parentRotation,
MeshRefs = pose.AttachedParts,
PaletteOverride = BuildPaletteOverride(childSpawn),
ParentCellId = parentCellId,
};
created.SetIndexedPartPoses(pose.PartLocal, childPartAvailability);
return created;
},
LiveEntityProjectionKind.Attached);
if (entity is null)
return;
entity.SetPosition(parentEntity.Position);
entity.Rotation = parentEntity.Rotation;
return false;
ApplyParentWorldPose(entity, parentWorld);
entity.ParentCellId = parentCellId;
entity.ApplyAppearance(
parts,
pose.AttachedParts,
BuildPaletteOverride(childSpawn),
childSpawn.AnimPartChanges is { Count: > 0 } changes
? changes.Select(change => new PartOverride(change.PartIndex, change.NewModelId)).ToArray()
: Array.Empty<PartOverride>());
entity.SetIndexedPartPoses(pose.PartLocal, childPartAvailability);
_attachedByChild[childGuid] = new AttachedChild(
pending.ParentGuid,
childGuid,
@ -281,13 +333,60 @@ public sealed class EquippedChildRenderController : IDisposable
parentSetup,
childSetup,
template,
childPartAvailability,
pose.PartLocal,
pose.AttachedParts,
scale,
entity);
PublishChildPose(entity, parentWorld, parentEntity.ParentCellId, pose);
Console.WriteLine(
$"equipment: attached child=0x{childGuid:X8} parent=0x{pending.ParentGuid:X8} " +
$"location={parentLocation} placement={placement}");
Relations.MarkProjected(childGuid);
ProjectionPoseReady?.Invoke(childGuid);
EntityReady?.Invoke(childGuid);
return true;
}
private void PublishChildPose(
WorldEntity child,
Matrix4x4 parentWorld,
uint? parentCellId,
EquippedChildPose pose)
{
_poses.Publish(
child.Id,
pose.RootLocal * parentWorld,
pose.PartLocal,
parentCellId ?? 0u,
child.IndexedPartAvailable);
}
/// <summary>
/// Installs the immediate parent's composed world root on the child
/// projection. The child's MeshRefs already contain its holding and
/// placement transforms relative to that direct parent root.
/// </summary>
internal static bool ApplyParentWorldPose(WorldEntity child, Matrix4x4 parentWorld)
{
if (!TryDecomposeWorldPose(parentWorld, out Vector3 position, out Quaternion rotation))
return false;
child.SetPosition(position);
child.Rotation = rotation;
return true;
}
private static bool TryDecomposeWorldPose(
Matrix4x4 world,
out Vector3 position,
out Quaternion rotation)
{
position = world.Translation;
if (!Matrix4x4.Decompose(world, out Vector3 scale, out rotation, out _)
|| Vector3.DistanceSquared(scale, Vector3.One) > 1e-6f)
return false;
rotation = Quaternion.Normalize(rotation);
return true;
}
/// <summary>
@ -337,6 +436,20 @@ public sealed class EquippedChildRenderController : IDisposable
_acceptParent);
}
private bool ResolveAndTryRealize(uint childGuid)
{
ResolveRelations(childGuid);
return TryRealize(childGuid);
}
private void RetryWaitingDescendants(uint parentGuid)
{
_updateOrder.RealizeDescendants(
parentGuid,
Relations.ChildrenWaitingForParent,
ResolveAndTryRealize);
}
private IReadOnlyList<MeshRef> BuildPartTemplate(
Setup setup,
WorldSession.EntitySpawn spawn)
@ -396,6 +509,14 @@ public sealed class EquippedChildRenderController : IDisposable
return result;
}
private bool[] BuildPartAvailability(IReadOnlyList<MeshRef> template)
{
var available = new bool[template.Count];
for (int i = 0; i < template.Count; i++)
available[i] = _dats.Get<GfxObj>(template[i].GfxObjId) is not null;
return available;
}
private static PaletteOverride? BuildPaletteOverride(WorldSession.EntitySpawn spawn)
{
if (spawn.SubPalettes is not { Count: > 0 } subPalettes)
@ -430,27 +551,52 @@ public sealed class EquippedChildRenderController : IDisposable
if (Relations.RestoreLastAccepted(item.ObjectId))
{
lock (_datLock)
TryRealize(item.ObjectId);
{
if (ResolveAndTryRealize(item.ObjectId))
RetryWaitingDescendants(item.ObjectId);
}
}
}
private void Remove(uint childGuid)
{
if (!_attachedByChild.Remove(childGuid))
if (!_attachedByChild.Remove(childGuid, out AttachedChild? child))
return;
_liveEntities.WithdrawLiveEntityProjection(childGuid);
_poses.Remove(child.Entity.Id);
ProjectionRemoved?.Invoke(child.Entity.Id);
}
private void WithdrawForPoseLoss(uint childGuid)
{
if (!_attachedByChild.ContainsKey(childGuid))
return;
Remove(childGuid);
// MarkProjected removed the active candidate but retained the last
// accepted relationship. Requeue that exact accepted relation so a
// later parent pose/appearance registration can realize it again.
Relations.RestoreLastAccepted(childGuid);
}
private void TearDownObjectProjections(uint guid)
{
Remove(guid);
uint[] children = _attachedByChild.Values
.Where(child => child.ParentGuid == guid)
.Select(child => child.ChildGuid)
.ToArray();
for (int i = 0; i < children.Length; i++)
Remove(children[i]);
IReadOnlyList<uint> subtree = _updateOrder.CollectSubtreePostOrder(
_attachedByChild,
guid,
_parentOfAttached);
for (int i = 0; i < subtree.Count; i++)
{
uint childGuid = subtree[i];
Remove(childGuid);
if (childGuid != guid)
{
// Retail unparents direct children. Descendant relationships
// can become renderable again if their immediate parent later
// acquires a top-level Position, so retain their accepted
// relationship as a pending projection candidate.
Relations.RestoreLastAccepted(childGuid);
}
}
}
public void Clear()
@ -477,6 +623,9 @@ public sealed class EquippedChildRenderController : IDisposable
Setup ParentSetup,
Setup ChildSetup,
IReadOnlyList<MeshRef> PartTemplate,
IReadOnlyList<bool> PartAvailability,
Matrix4x4[] PartPoseBuffer,
MeshRef[] AttachedPartBuffer,
float Scale,
WorldEntity Entity);
}

View file

@ -286,7 +286,8 @@ public sealed class GameWindow : IDisposable
/// from the current animation frame; only these two fields are
/// reused unchanged.
/// </summary>
public required IReadOnlyList<(uint GfxObjId, IReadOnlyDictionary<uint, uint>? SurfaceOverrides)> PartTemplate;
public required IReadOnlyList<AnimatedPartTemplate> PartTemplate;
public required IReadOnlyList<bool> PartAvailability;
public float CurrFrame; // monotonically increasing within [LowFrame, HighFrame]
public AcDream.Core.Physics.AnimationSequencer? Sequencer;
@ -307,8 +308,15 @@ public sealed class GameWindow : IDisposable
/// in-place mutation of this list.
/// </summary>
public readonly List<AcDream.Core.World.MeshRef> MeshRefsScratch = new();
/// <summary>Indexed final part poses, including debug-hidden parts.</summary>
public readonly List<System.Numerics.Matrix4x4> EffectPartPosesScratch = new();
}
internal readonly record struct AnimatedPartTemplate(
uint GfxObjId,
IReadOnlyDictionary<uint, uint>? SurfaceOverrides,
bool IsDrawable);
private sealed record AppearanceUpdateState(
AcDream.Core.World.WorldEntity Entity,
AnimatedEntity? Animation);
@ -332,6 +340,8 @@ public sealed class GameWindow : IDisposable
private AcDream.Core.Vfx.EmitterDescRegistry? _emitterRegistry;
private AcDream.Core.Vfx.ParticleSystem? _particleSystem;
private AcDream.Core.Vfx.ParticleHookSink? _particleSink;
private readonly AcDream.App.Rendering.Vfx.EntityEffectPoseRegistry _effectPoses = new();
private AcDream.App.Rendering.Vfx.AnimationHookFrameQueue? _animationHookFrames;
// Phase 6 — retail PhysicsScript runtime. Receives PlayScript (0xF754)
// and typed PlayScriptType (0xF755) events through one effect owner, then
// fans every dat-defined hook to particles, audio, lights, translucency,
@ -815,6 +825,7 @@ public sealed class GameWindow : IDisposable
// Wired into the hook router in OnLoad so SetLightHook fires
// from the animation pipeline flip the matching LightSource.IsLit.
private AcDream.Core.Lighting.LightingHookSink? _lightingSink;
private AcDream.App.Rendering.Vfx.LiveEntityLightController? _liveEntityLights;
// #188 — TransparentPartHook fires from the animation pipeline drive
// a per-(entity,part) translucency ramp; WbDrawDispatcher reads it
@ -1444,7 +1455,12 @@ public sealed class GameWindow : IDisposable
// StopParticle hooks fired from motion tables produce visible
// spawns. The Tick call is driven from OnRender.
_particleSystem = new AcDream.Core.Vfx.ParticleSystem(_emitterRegistry!);
_particleSink = new AcDream.Core.Vfx.ParticleHookSink(_particleSystem);
_particleSink = new AcDream.Core.Vfx.ParticleHookSink(_particleSystem, _effectPoses);
_particleSink.DiagnosticSink = message =>
Console.Error.WriteLine($"vfx: {message}");
_animationHookFrames = new AcDream.App.Rendering.Vfx.AnimationHookFrameQueue(
_hookRouter,
_effectPoses);
_hookRouter.Register(_particleSink);
// Phase 6c — PhysicsScript runner. Uses the DatCollection to
@ -1460,7 +1476,7 @@ public sealed class GameWindow : IDisposable
// Phase G.2 lighting hooks: SetLightHook flips IsLit on
// owner-tagged lights so ignite-torch animations light up,
// extinguish-torch animations go dark.
_lightingSink = new AcDream.Core.Lighting.LightingHookSink(Lighting);
_lightingSink = new AcDream.Core.Lighting.LightingHookSink(Lighting, _effectPoses);
_hookRouter.Register(_lightingSink);
// #188 — TransparentPartHook (per-part translucency fade, e.g.
@ -2294,8 +2310,10 @@ public sealed class GameWindow : IDisposable
// Phase C.1.5a/b: construct EntityScriptActivator so static entities
// (server-spawned AND dat-hydrated) fire Setup.DefaultScript through
// the PhysicsScriptRunner on enter-world. C.1.5b adds per-part
// transforms via SetupPartTransforms.Compute so multi-emitter scripts
// distribute across mesh parts (closes #56). _scriptRunner and
// transforms from the entity's exact current MeshRefs so
// multi-emitter scripts distribute across mesh parts (closes #56).
// Animated frames replace this snapshot through EntityEffectPoseRegistry.
// _scriptRunner and
// _particleSink are initialised earlier in OnLoad (line ~1083); both
// are non-null here. The resolver lambda captures _dats and swallows
// dat-lookup throws — see C.1.5a spec §6 (error handling) for rationale.
@ -2309,12 +2327,21 @@ public sealed class GameWindow : IDisposable
e.SourceGfxObjOrSetupId);
if (setup is null) return null;
uint scriptId = setup.DefaultScript.DataId;
var parts = AcDream.Core.Meshing.SetupPartTransforms.Compute(setup);
if (e.IndexedPartTransforms.Count == 0)
{
var indexed = AcDream.App.Rendering.Vfx.IndexedSetupPartPoseBuilder.Build(
setup,
e);
e.SetIndexedPartPoses(indexed.Poses, indexed.Available);
}
IReadOnlyList<System.Numerics.Matrix4x4> parts = e.IndexedPartTransforms;
IReadOnlyList<bool> availability = e.IndexedPartAvailable;
var profile = AcDream.App.Rendering.Vfx.EntityEffectProfile.CreateDatStatic(setup);
return new AcDream.App.Rendering.Vfx.ScriptActivationInfo(
scriptId,
parts,
profile);
profile,
availability);
}
catch
{
@ -2324,6 +2351,7 @@ public sealed class GameWindow : IDisposable
var entityScriptActivator = new AcDream.App.Rendering.Vfx.EntityScriptActivator(
_scriptRunner!,
_particleSink!,
_effectPoses,
ResolveActivation,
(ownerId, entity, profile) =>
entityEffects?.OnDatStaticEntityReady(ownerId, entity, profile),
@ -2364,12 +2392,24 @@ public sealed class GameWindow : IDisposable
}
}),
TearDownLiveEntityRuntimeComponents);
_liveEntities.ProjectionVisibilityChanged += (record, visible) =>
{
if (record.WorldEntity is { } entity)
_particleSink!.SetEntityPresentationVisible(entity.Id, visible);
};
_liveEntityLights = new AcDream.App.Rendering.Vfx.LiveEntityLightController(
_liveEntities,
_effectPoses,
_lightingSink!,
setupId => _dats!.Get<DatReaderWriter.DBObjs.Setup>(setupId));
_equippedChildRenderer = new AcDream.App.Rendering.EquippedChildRenderController(
_dats!,
_datLock,
Objects,
_liveEntities,
_effectPoses,
TryAcceptParentForRender);
var tableResolver = new AcDream.Core.Vfx.PhysicsScriptTableResolver(
@ -2378,6 +2418,7 @@ public sealed class GameWindow : IDisposable
_liveEntities,
_scriptRunner!,
tableResolver,
_effectPoses,
(parentLocalId, partIndex) =>
_equippedChildRenderer.FindChildLocalIdAtPart(parentLocalId, partIndex),
childLocalId => _equippedChildRenderer.FindParentLocalId(childLocalId),
@ -2389,8 +2430,14 @@ public sealed class GameWindow : IDisposable
_entitySoundTables?.Set(ownerId, did);
});
_entityEffects = entityEffects;
entityEffects.DiagnosticSink = message =>
Console.Error.WriteLine($"vfx: {message}");
_equippedChildRenderer.EntityReady += guid =>
{
entityEffects.OnLiveEntityReady(guid);
};
_equippedChildRenderer.ProjectionPoseReady += guid =>
_liveEntityLights.OnAttachedPoseReady(guid);
_hookRouter.Register(entityEffects);
_wbDrawDispatcher = new AcDream.App.Rendering.Wb.WbDrawDispatcher(
@ -2619,6 +2666,7 @@ public sealed class GameWindow : IDisposable
// F754/F755 can precede CreateObject, so the mixed pending FIFO
// may contain owners with no LiveEntityRecord to tear down.
_entityEffects?.ClearNetworkState();
_animationHookFrames?.Clear();
}
}
@ -3626,14 +3674,39 @@ public sealed class GameWindow : IDisposable
// creatures/characters whose size is intrinsic to the mesh).
float scale = spawn.ObjScale ?? 1.0f;
var scaleMat = System.Numerics.Matrix4x4.CreateScale(scale);
IReadOnlyList<System.Numerics.Matrix4x4> rigidPartTransforms =
AcDream.Core.Meshing.SetupPartTransforms.Compute(
setup,
idleFrame,
scale);
var meshRefs = new List<AcDream.Core.World.MeshRef>();
var indexedPartTransforms = new System.Numerics.Matrix4x4[parts.Count];
var indexedPartAvailable = new bool[parts.Count];
var animatedPartTemplate = new AnimatedPartTemplate[parts.Count];
var liveBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
int dumpClothingTotalTris = 0;
for (int partIdx = 0; partIdx < parts.Count; partIdx++)
{
var mr = parts[partIdx];
IReadOnlyDictionary<uint, uint>? surfaceOverrides = null;
if (resolvedOverridesByPart is not null && resolvedOverridesByPart.TryGetValue(partIdx, out var partOverrides))
surfaceOverrides = partOverrides;
// Keep the Setup index even when the visual GfxObj is absent.
// MeshRefs is a drawable-only list, while hooks and holding
// locations address the stable CPartArray slot number.
var transform = scale == 1.0f ? mr.PartTransform : mr.PartTransform * scaleMat;
indexedPartTransforms[partIdx] = partIdx < rigidPartTransforms.Count
? rigidPartTransforms[partIdx]
: System.Numerics.Matrix4x4.Identity;
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
bool isDrawable = gfx is not null;
indexedPartAvailable[partIdx] = isDrawable;
animatedPartTemplate[partIdx] = new AnimatedPartTemplate(
mr.GfxObjId,
surfaceOverrides,
isDrawable);
if (gfx is null)
{
if (dumpClothing)
@ -3650,10 +3723,6 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($" EMIT part={partIdx:D2} gfx=0x{mr.GfxObjId:X8} subMeshes={subs} tris={tris}");
}
IReadOnlyDictionary<uint, uint>? surfaceOverrides = null;
if (resolvedOverridesByPart is not null && resolvedOverridesByPart.TryGetValue(partIdx, out var partOverrides))
surfaceOverrides = partOverrides;
// Multiplication order matches offline scenery hydration:
// `PartTransform * scaleMat`. In row-vector semantics this means
// "apply PartTransform first (which includes the part-attachment
@ -3663,8 +3732,6 @@ public sealed class GameWindow : IDisposable
// for multi-part entities like the Nullified Statue that causes
// the parts to drift relative to each other ("distorted") and the
// base anchor to end up below the ground ("sinks into foundry").
var transform = scale == 1.0f ? mr.PartTransform : mr.PartTransform * scaleMat;
// #119 follow-up: vertex-derived root-local bounds (see WorldEntity.RefreshAabb).
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
if (pb is not null) liveBounds.Add(transform, pb.Value);
@ -3719,10 +3786,17 @@ public sealed class GameWindow : IDisposable
{
AcDream.Core.World.WorldEntity existing = visualUpdate.Entity;
existing.ApplyAppearance(meshRefs, paletteOverride, entityPartOverrides);
existing.SetIndexedPartPoses(indexedPartTransforms, indexedPartAvailable);
if (liveBounds.TryGet(out var appearanceMin, out var appearanceMax))
existing.SetLocalBounds(appearanceMin, appearanceMax);
if (visualUpdate.Animation is { } animation)
RebindAnimatedEntityForAppearance(animation, existing, setup, scale, meshRefs);
RebindAnimatedEntityForAppearance(
animation,
existing,
setup,
scale,
animatedPartTemplate,
indexedPartAvailable);
_classificationCache.InvalidateEntity(existing.Id);
if (_liveEntities!.TryGetRecord(spawn.Guid, out LiveEntityRecord record)
&& record.ProjectionKind is LiveEntityProjectionKind.Attached)
@ -3732,6 +3806,14 @@ public sealed class GameWindow : IDisposable
// after replacing the child's visual description.
_equippedChildRenderer?.OnSpawn(spawn);
}
else
{
// SmartBox::UpdateVisualDesc mutates the existing PartArray.
// Publish those exact replacement part frames before another
// packet in this update can execute a part-attached hook.
_effectPoses.PublishMeshRefs(existing);
_equippedChildRenderer?.OnPosePublished(spawn.Guid);
}
return;
}
@ -3762,6 +3844,7 @@ public sealed class GameWindow : IDisposable
PartOverrides = entityPartOverrides,
ParentCellId = spawn.Position.Value.LandblockId,
};
created.SetIndexedPartPoses(indexedPartTransforms, indexedPartAvailable);
if (liveBounds.TryGet(out var createdMin, out var createdMax))
created.SetLocalBounds(createdMin, createdMax);
return created;
@ -3777,8 +3860,10 @@ public sealed class GameWindow : IDisposable
entity.Rotation = rot;
entity.ParentCellId = spawn.Position.Value.LandblockId;
entity.ApplyAppearance(meshRefs, paletteOverride, entityPartOverrides);
entity.SetIndexedPartPoses(indexedPartTransforms, indexedPartAvailable);
if (liveBounds.TryGet(out var retainedMin, out var retainedMax))
entity.SetLocalBounds(retainedMin, retainedMax);
_effectPoses.PublishMeshRefs(entity);
}
// Retail CPhysicsObj::leave_world removes cell/shadow membership but
@ -3788,47 +3873,6 @@ public sealed class GameWindow : IDisposable
bool retainedAnimationRuntime = !createdProjection
&& _animatedEntities.TryGetValue(entity.Id, out _);
// A7 indoor lighting: server-spawned weenie fixtures (lanterns,
// braziers, glowing items) carry their light in Setup.Lights exactly
// like dat-baked statics, but the static registration in
// ApplyLoadedTerrainLocked never sees CreateObject entities — so an
// interior's lanterns cast no light and the room reads dark. Register
// them here, mirroring that path (GameWindow.cs ~6742). Owned by
// entity.Id, so leave-world and logical teardown both remove their
// cell-scoped presentation. Retail registers object-borne lights
// regardless of static-vs-dynamic origin (insert_light 0x0054d1b0).
// The light is placed at the spawn frame and does NOT follow a moving
// light-bearer yet (register row AP-44) — fine for stationary fixtures,
// which is the common case. _dats is non-null here (checked above).
if (_lightingSink is not null
&& (entity.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u)
{
var liteSetup = _dats.Get<DatReaderWriter.DBObjs.Setup>(entity.SourceGfxObjOrSetupId);
if (liteSetup is not null && liteSetup.Lights.Count > 0)
{
var loaded = AcDream.Core.Lighting.LightInfoLoader.Load(
liteSetup,
ownerId: entity.Id,
entityPosition: entity.Position,
entityRotation: entity.Rotation,
// A7 fix #2 (#176/#181): isDynamic is decided by whether the light
// MOVES, not by weenie-vs-dat origin. Server-spawned FIXTURES
// (lanterns, braziers) are stationary — they take retail's STATIC
// curve (calc_point_light 0x0059c8b0: 1/d³ beyond 1 m, range×1.3,
// per-channel colour clamp), not the D3D dynamic path (1/d,
// range×1.5) the former #143 flag forced — which burned every
// fixture ~10× hotter than retail at 3 m: the magenta wash that
// zebra-striped the Facility Hub walls. Site-A lights are all
// stationary today (AP-44: they don't follow bearers); genuinely
// moving lights (projectiles, portal swirls) re-earn isDynamic
// when they exist.
isDynamic: false,
cellId: entity.ParentCellId ?? 0u); // A7 #176/#177: scope to the owning cell's visibility
foreach (var ls in loaded)
_lightingSink.RegisterOwnedLight(ls);
}
}
var snapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
Id: entity.Id,
SourceId: entity.SourceGfxObjOrSetupId,
@ -3895,9 +3939,7 @@ public sealed class GameWindow : IDisposable
// Snapshot per-part identity from the hydrated meshRefs so the
// tick can rebuild MeshRefs without redoing AnimPartChanges or
// texture-override resolution every frame.
var template = new (uint, IReadOnlyDictionary<uint, uint>?)[meshRefs.Count];
for (int i = 0; i < meshRefs.Count; i++)
template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides);
AnimatedPartTemplate[] template = animatedPartTemplate;
// Create an AnimationSequencer if we can load the MotionTable.
AcDream.Core.Physics.AnimationSequencer? sequencer = null;
@ -3925,6 +3967,7 @@ public sealed class GameWindow : IDisposable
Framerate = idleCycle.Framerate,
Scale = scale,
PartTemplate = template,
PartAvailability = indexedPartAvailable,
CurrFrame = idleCycle.LowFrame,
Sequencer = sequencer,
};
@ -3969,9 +4012,7 @@ public sealed class GameWindow : IDisposable
var sequencer = SpawnMotionInitializer.Create(
setup, mtable, _animLoader, spawn.MotionState);
var template = new (uint, IReadOnlyDictionary<uint, uint>?)[meshRefs.Count];
for (int i = 0; i < meshRefs.Count; i++)
template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides);
AnimatedPartTemplate[] template = animatedPartTemplate;
_animatedEntities[entity.Id] = new AnimatedEntity
{
@ -3983,6 +4024,7 @@ public sealed class GameWindow : IDisposable
Framerate = 0f,
Scale = scale,
PartTemplate = template,
PartAvailability = indexedPartAvailable,
CurrFrame = 0,
Sequencer = sequencer,
};
@ -4124,15 +4166,14 @@ public sealed class GameWindow : IDisposable
AcDream.Core.World.WorldEntity entity,
DatReaderWriter.DBObjs.Setup setup,
float scale,
IReadOnlyList<AcDream.Core.World.MeshRef> meshRefs)
IReadOnlyList<AnimatedPartTemplate> partTemplate,
IReadOnlyList<bool> partAvailability)
{
animation.Entity = entity;
animation.Setup = setup;
animation.Scale = scale;
var template = new (uint, IReadOnlyDictionary<uint, uint>?)[meshRefs.Count];
for (int i = 0; i < meshRefs.Count; i++)
template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides);
animation.PartTemplate = template;
animation.PartTemplate = partTemplate;
animation.PartAvailability = partAvailability;
}
/// <summary>
@ -4878,6 +4919,7 @@ public sealed class GameWindow : IDisposable
_translucencyFades.ClearEntity(existingEntity.Id); // #188
LeaveWorldLiveEntityRuntimeComponents(record);
_liveEntityLights?.Forget(existingEntity.Id);
}
/// <summary>
@ -4897,10 +4939,10 @@ public sealed class GameWindow : IDisposable
if (record.ServerGuid == _playerServerGuid)
_lastLocalPlayerShadow = null;
// Object-borne lights are cell-scoped presentation. The owning Setup
// and logical light capability remain on the live record; re-entry
// registers the light in the new cell without duplicating it.
_lightingSink?.UnregisterOwner(entity.Id);
// Pose-attached effects keep logical ownership while cell-less. A
// missing pose suppresses stale anchors; re-entry republishes the same
// WorldEntity frames without replaying create-time resources.
_effectPoses.Remove(entity.Id);
}
/// <summary>
@ -5625,6 +5667,8 @@ public sealed class GameWindow : IDisposable
{
if (!_liveEntities!.TryApplyState(parsed, out _)) return;
_liveEntityLights?.OnStateChanged(parsed.Guid);
if (!_entitiesByServerGuid.TryGetValue(parsed.Guid, out var entity)) return;
// L.2g slice 1c (2026-05-13): the server addresses entities by
@ -6628,29 +6672,25 @@ public sealed class GameWindow : IDisposable
var key = new SkyPesKey(i, obj.PesObjectId, obj.IsPostScene);
seen.Add(key);
if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
continue;
uint skyEntityId = SkyPesEntityId(key);
_entityEffects?.RegisterSyntheticOwner(skyEntityId);
var renderPass = obj.IsPostScene
? AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene
: AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene;
_particleSink.SetEntityRenderPass(skyEntityId, renderPass);
var anchor = SkyPesAnchor(obj, cameraWorldPos);
var rotation = SkyPesRotation(obj, dayFraction);
// Refresh anchor + rotation every frame so AttachLocal
// (is_parent_local=1) particles track the camera. Retail
// ParticleEmitter::UpdateParticles at 0x0051d2d4 reads the
// live parent frame each tick; for sky-PES the parent IS
// the camera. UpdateEntityAnchor is a no-op when no
// emitters yet exist (script just spawned this frame).
_particleSink.UpdateEntityAnchor(skyEntityId, anchor, rotation);
_effectPoses.Publish(
skyEntityId,
System.Numerics.Matrix4x4.CreateFromQuaternion(rotation)
* System.Numerics.Matrix4x4.CreateTranslation(anchor),
System.Array.Empty<System.Numerics.Matrix4x4>(),
cellId: 0u);
if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
continue;
_entityEffects?.RegisterSyntheticOwner(skyEntityId);
if (_scriptRunner.Play(obj.PesObjectId, skyEntityId, anchor))
{
_activeSkyPes.Add(key);
@ -6660,6 +6700,7 @@ public sealed class GameWindow : IDisposable
_missingSkyPes.Add(key);
_entityEffects?.UnregisterSyntheticOwner(skyEntityId);
_particleSink.ClearEntityRenderPass(skyEntityId);
_effectPoses.Remove(skyEntityId);
}
}
}
@ -6673,6 +6714,7 @@ public sealed class GameWindow : IDisposable
_scriptRunner.StopAllForEntity(skyEntityId);
_entityEffects?.UnregisterSyntheticOwner(skyEntityId);
_particleSink.StopAllForEntity(skyEntityId, fadeOut: true);
_effectPoses.Remove(skyEntityId);
_activeSkyPes.Remove(key);
}
@ -9110,6 +9152,7 @@ public sealed class GameWindow : IDisposable
if (_animatedEntities.Count > 0)
TickAnimations((float)deltaSeconds);
_equippedChildRenderer?.Tick();
_animationHookFrames?.Drain();
// #188 — advance translucency fades UNCONDITIONALLY (not gated on
// _animatedEntities.Count): a one-shot open-cycle animation can
@ -9276,8 +9319,10 @@ public sealed class GameWindow : IDisposable
// debug-only and disabled for normal retail rendering.
if (_options.EnableSkyPesDebug)
UpdateSkyPes((float)WorldTime.DayFraction, _activeDayGroup, camPos, cameraInsideCell);
_entityEffects?.RefreshLiveOwnerAnchors();
_entityEffects?.RefreshLiveOwnerPoses();
_scriptRunner?.Tick(_physicsScriptGameTime);
_particleSink?.RefreshAttachedEmitters();
_liveEntityLights?.Refresh();
_particleSystem?.Tick((float)deltaSeconds);
// Phase G.1/G.2: feed the sun, tick LightManager, build + upload
@ -10369,33 +10414,13 @@ public sealed class GameWindow : IDisposable
};
}
// Phase E.1: drain animation hooks (footstep sounds, attack
// damage frames, particle spawns, part swaps, etc.) and fan
// them out to registered subsystems via the hook router.
// Mirrors ACE's PhysicsObj.add_anim_hook dispatch path.
//
// R2-Q4 queue-drain wiring (r2-port-plan.md §4, the G6 seam;
// per-tick PLACEMENT provisional until R6 installs retail's
// UpdateObjectInternal order): each drained AnimDone hook
// advances the entity's MotionTableManager countdown
// (retail AnimDoneHook::Execute 0x00526c20 → Hook_AnimDone
// 0x0050fda0 → CPartArray::AnimationDone(1)), and UseTime
// runs once per tick to sweep zero-tick queue entries
// (retail call sites 0x00517d57/0x00517d67).
var hooks = ae.Sequencer.ConsumePendingHooks();
if (hooks.Count > 0)
{
System.Numerics.Vector3 worldPos = ae.Entity.Position;
for (int hi = 0; hi < hooks.Count; hi++)
{
var hook = hooks[hi];
if (hook is null) continue;
_hookRouter.OnHook(ae.Entity.Id, worldPos, hook);
if (hook is DatReaderWriter.Types.AnimationDoneHook)
ae.Sequencer.Manager.AnimationDone(success: true);
}
}
ae.Sequencer.Manager.UseTime();
// Capture hooks now, but deliver them only after every final
// part transform and equipped-child root has been published.
// This matches CPhysicsObj::UpdateObjectInternal followed by
// CPhysicsObj::UpdateChild (0x00512D50): a hand/weapon effect
// reads this frame's pose, never the previous frame's pose.
// AnimationDone/UseTime remain paired with the deferred drain.
_animationHookFrames?.Capture(ae.Entity.Id, ae.Sequencer);
}
else
{
@ -10475,6 +10500,8 @@ public sealed class GameWindow : IDisposable
// consumer caches a stale reference or diffs list identity).
var newMeshRefs = ae.MeshRefsScratch;
newMeshRefs.Clear();
var effectPartPoses = ae.EffectPartPosesScratch;
effectPartPoses.Clear();
var scaleMat = ae.Scale == 1.0f
? System.Numerics.Matrix4x4.Identity
: System.Numerics.Matrix4x4.CreateScale(ae.Scale);
@ -10532,7 +10559,7 @@ public sealed class GameWindow : IDisposable
? ae.Setup.DefaultScale[i]
: System.Numerics.Vector3.One;
var partTransform =
var visualPartTransform =
System.Numerics.Matrix4x4.CreateScale(defaultScale) *
System.Numerics.Matrix4x4.CreateFromQuaternion(orientation) *
System.Numerics.Matrix4x4.CreateTranslation(origin);
@ -10540,14 +10567,23 @@ public sealed class GameWindow : IDisposable
// Bake the entity's ObjScale on top, matching the hydration
// order (PartTransform * scaleMat) — see comment in OnLiveEntitySpawned.
if (ae.Scale != 1.0f)
partTransform = partTransform * scaleMat;
visualPartTransform *= scaleMat;
// Retail CPartArray::UpdateParts (0x005190F0) scales only the
// frame origin. Setup DefaultScale is visual gfxobj_scale,
// not part-frame state (SetScaleInternal 0x00518A00).
var rigidPartTransform =
System.Numerics.Matrix4x4.CreateFromQuaternion(orientation) *
System.Numerics.Matrix4x4.CreateTranslation(origin * ae.Scale);
effectPartPoses.Add(rigidPartTransform);
var template = ae.PartTemplate[i];
if (_options.HidePartIndex >= 0 && i == _options.HidePartIndex && partCount >= 10)
if (!template.IsDrawable
|| (_options.HidePartIndex >= 0 && i == _options.HidePartIndex && partCount >= 10))
{
continue;
}
newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform)
newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, visualPartTransform)
{
SurfaceOverrides = template.SurfaceOverrides,
});
@ -10557,6 +10593,8 @@ public sealed class GameWindow : IDisposable
// property store) and keeps this line's shape identical to the
// pre-MP-Alloc code for anyone grepping the history.
ae.Entity.MeshRefs = newMeshRefs;
ae.Entity.SetIndexedPartPoses(effectPartPoses, ae.PartAvailability);
_effectPoses.Publish(ae.Entity, effectPartPoses, ae.PartAvailability);
}
}
@ -14019,7 +14057,11 @@ public sealed class GameWindow : IDisposable
}
finally
{
_liveEntityLights?.Dispose();
_liveEntityLights = null;
_entityEffects?.ClearNetworkState();
_animationHookFrames?.Clear();
_effectPoses.Clear();
}
_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
_wbDrawDispatcher?.Dispose();

View file

@ -198,6 +198,8 @@ public sealed unsafe class ParticleRenderer : IDisposable
draws.Clear();
foreach (var (em, idx) in particles.EnumerateLive())
{
if (!em.PresentationVisible)
continue;
if (em.RenderPass != renderPass)
continue;
if (emitterFilter is not null && !emitterFilter(em))

View file

@ -0,0 +1,89 @@
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Vfx;
using DatReaderWriter.Types;
namespace AcDream.App.Rendering.Vfx;
/// <summary>
/// Defers animation-hook delivery until every entity and equipped child has
/// published its final pose for the frame.
/// </summary>
/// <remarks>
/// Retail stages hooks during sequence advance, then the same object update
/// commits the final part frame and runs <c>CPhysicsObj::UpdateChild</c>
/// (<c>0x00512D50</c>) before particles advance or anything draws. Capturing
/// here preserves that observable order and avoids firing a hand or weapon
/// effect against the previous animation frame.
/// </remarks>
public sealed class AnimationHookFrameQueue
{
private readonly AnimationHookRouter _router;
private readonly IEntityEffectPoseSource _poses;
private readonly List<Entry> _entries = new();
public AnimationHookFrameQueue(
AnimationHookRouter router,
IEntityEffectPoseSource poses)
{
_router = router ?? throw new ArgumentNullException(nameof(router));
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
}
public int Count => _entries.Count;
public void Capture(uint ownerLocalId, AnimationSequencer sequencer)
{
ArgumentNullException.ThrowIfNull(sequencer);
Capture(ownerLocalId, sequencer, sequencer.ConsumePendingHooks());
}
internal void Capture(
uint ownerLocalId,
AnimationSequencer sequencer,
IReadOnlyList<AnimationHook> hooks)
{
ArgumentNullException.ThrowIfNull(sequencer);
ArgumentNullException.ThrowIfNull(hooks);
_entries.Add(new Entry(
ownerLocalId,
sequencer,
hooks));
}
public void Drain()
{
for (int i = 0; i < _entries.Count; i++)
{
Entry entry = _entries[i];
bool hasRootPose = _poses.TryGetRootPose(
entry.OwnerLocalId,
out Matrix4x4 rootWorld);
Vector3 worldPosition = hasRootPose
? rootWorld.Translation
: Vector3.Zero;
for (int hi = 0; hi < entry.Hooks.Count; hi++)
{
AnimationHook? hook = entry.Hooks[hi];
if (hook is null)
continue;
if (hasRootPose)
_router.OnHook(entry.OwnerLocalId, worldPosition, hook);
if (hook is AnimationDoneHook)
entry.Sequencer.Manager.AnimationDone(success: true);
}
// Retail sweeps zero-tick motion entries even on frames without a
// hook. It remains paired with every sequencer advanced this frame.
entry.Sequencer.Manager.UseTime();
}
_entries.Clear();
}
public void Clear() => _entries.Clear();
private readonly record struct Entry(
uint OwnerLocalId,
AnimationSequencer Sequencer,
IReadOnlyList<AnimationHook> Hooks);
}

View file

@ -27,6 +27,7 @@ public sealed class EntityEffectController : IAnimationHookSink
private readonly LiveEntityRuntime _liveEntities;
private readonly PhysicsScriptRunner _runner;
private readonly PhysicsScriptTableResolver _tables;
private readonly EntityEffectPoseRegistry _poses;
private readonly Func<uint, uint, uint?> _childAtPart;
private readonly Func<uint, uint?> _parentOfAttachedChild;
private readonly Action<uint> _ownerUnregistered;
@ -42,6 +43,7 @@ public sealed class EntityEffectController : IAnimationHookSink
LiveEntityRuntime liveEntities,
PhysicsScriptRunner runner,
PhysicsScriptTableResolver tables,
EntityEffectPoseRegistry poses,
Func<uint, uint, uint?>? childAtPart = null,
Func<uint, uint?>? parentOfAttachedChild = null,
Action<uint>? ownerUnregistered = null,
@ -50,6 +52,7 @@ public sealed class EntityEffectController : IAnimationHookSink
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
_runner = runner ?? throw new ArgumentNullException(nameof(runner));
_tables = tables ?? throw new ArgumentNullException(nameof(tables));
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
_childAtPart = childAtPart ?? ((_, _) => null);
_parentOfAttachedChild = parentOfAttachedChild ?? (_ => null);
_ownerUnregistered = ownerUnregistered ?? (_ => { });
@ -201,8 +204,8 @@ public sealed class EntityEffectController : IAnimationHookSink
_pendingByServerGuid.Clear();
}
/// <summary>Refreshes every live root anchor after animation/movement.</summary>
public void RefreshLiveOwnerAnchors()
/// <summary>Refreshes every live root after animation/movement.</summary>
public void RefreshLiveOwnerPoses()
{
foreach (uint serverGuid in _readyServerGuids.ToArray())
{
@ -353,7 +356,18 @@ public sealed class EntityEffectController : IAnimationHookSink
&& record.WorldEntity is { } entity
&& entity.Id == localId)
{
_runner.SetOwnerAnchor(localId, entity.Position);
// Top-level roots follow the WorldEntity directly. Attached roots
// were already composed through the parent's current part by
// EquippedChildRenderController; overwriting one with the child's
// bookkeeping Position would collapse a weapon effect to the
// parent's origin.
if (record.ProjectionKind is LiveEntityProjectionKind.World)
_poses.UpdateRoot(entity);
Vector3 anchor = _poses.TryGetRootPose(localId, out Matrix4x4 rootWorld)
? rootWorld.Translation
: entity.Position;
_runner.SetOwnerAnchor(localId, anchor);
}
}

View file

@ -0,0 +1,216 @@
using System.Numerics;
using AcDream.Core.Vfx;
using AcDream.Core.World;
namespace AcDream.App.Rendering.Vfx;
/// <summary>
/// Update-thread registry of final root and indexed part poses for particles,
/// lights, and other DAT-driven entity effects.
/// </summary>
/// <remarks>
/// Retail composes particle anchors from the current physics-object/part frame
/// in <c>Particle::Init</c> (<c>0x0051C930</c>) and refreshes parent-local
/// particles from those frames in <c>ParticleEmitter::UpdateParticles</c>
/// (<c>0x0051D180</c>). This registry is the modern, read-only seam exposing
/// those same final frames without coupling Core effects to the renderer.
/// </remarks>
public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityEffectCellSource
{
private sealed class PoseRecord
{
public Matrix4x4 RootWorld;
public Matrix4x4[] PartLocal = Array.Empty<Matrix4x4>();
public bool[] PartAvailable = Array.Empty<bool>();
public uint CellId;
}
private readonly Dictionary<uint, PoseRecord> _poses = new();
public int Count => _poses.Count;
public void Publish(WorldEntity entity, IReadOnlyList<Matrix4x4> partLocal)
{
Publish(entity, partLocal, availability: null);
}
public void Publish(
WorldEntity entity,
IReadOnlyList<Matrix4x4> partLocal,
IReadOnlyList<bool>? availability)
{
ArgumentNullException.ThrowIfNull(entity);
Publish(
entity.Id,
Matrix4x4.CreateFromQuaternion(entity.Rotation)
* Matrix4x4.CreateTranslation(entity.Position),
partLocal,
entity.ParentCellId ?? 0u,
availability);
}
/// <summary>
/// Publish the exact indexed part transforms already installed on an
/// entity. Appearance replacement uses this overload so a PhysicsScript
/// delivered later in the same update observes the new parts immediately.
/// </summary>
public void PublishMeshRefs(WorldEntity entity)
{
ArgumentNullException.ThrowIfNull(entity);
Matrix4x4 rootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
* Matrix4x4.CreateTranslation(entity.Position);
if (!_poses.TryGetValue(entity.Id, out PoseRecord? record))
{
record = new PoseRecord();
_poses.Add(entity.Id, record);
}
record.RootWorld = rootWorld;
record.CellId = entity.ParentCellId ?? 0u;
if (entity.IndexedPartTransforms.Count > 0)
{
CopyParts(
record,
entity.IndexedPartTransforms,
entity.IndexedPartAvailable);
}
else
{
if (record.PartLocal.Length != entity.MeshRefs.Count)
record.PartLocal = new Matrix4x4[entity.MeshRefs.Count];
if (record.PartAvailable.Length != entity.MeshRefs.Count)
record.PartAvailable = new bool[entity.MeshRefs.Count];
for (int i = 0; i < entity.MeshRefs.Count; i++)
{
record.PartLocal[i] = entity.MeshRefs[i].PartTransform;
record.PartAvailable[i] = true;
}
}
}
public void Publish(
uint localEntityId,
Matrix4x4 rootWorld,
IReadOnlyList<Matrix4x4> partLocal,
uint cellId,
IReadOnlyList<bool>? availability = null)
{
if (localEntityId == 0)
return;
ArgumentNullException.ThrowIfNull(partLocal);
if (!_poses.TryGetValue(localEntityId, out PoseRecord? record))
{
record = new PoseRecord();
_poses.Add(localEntityId, record);
}
record.RootWorld = rootWorld;
record.CellId = cellId;
CopyParts(record, partLocal, availability);
}
/// <summary>Refresh only the moving root while retaining current part poses.</summary>
public bool UpdateRoot(WorldEntity entity)
{
ArgumentNullException.ThrowIfNull(entity);
if (!_poses.TryGetValue(entity.Id, out PoseRecord? record))
return false;
record.RootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
* Matrix4x4.CreateTranslation(entity.Position);
record.CellId = entity.ParentCellId ?? 0u;
return true;
}
public bool Remove(uint localEntityId) => _poses.Remove(localEntityId);
public void Clear() => _poses.Clear();
public bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld)
{
if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
{
rootWorld = record.RootWorld;
return true;
}
rootWorld = default;
return false;
}
public bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal)
{
if (partIndex >= 0
&& _poses.TryGetValue(localEntityId, out PoseRecord? record)
&& partIndex < record.PartLocal.Length
&& record.PartAvailable[partIndex])
{
partLocal = record.PartLocal[partIndex];
return true;
}
partLocal = default;
return false;
}
/// <summary>
/// Borrow the current indexed part-pose snapshot for synchronous
/// update-thread composition. Callers must not retain or mutate it.
/// </summary>
public bool TryGetPartPoses(
uint localEntityId,
out IReadOnlyList<Matrix4x4> partLocal)
{
if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
{
partLocal = record.PartLocal;
return true;
}
partLocal = Array.Empty<Matrix4x4>();
return false;
}
public bool TryGetPartPoseSnapshot(
uint localEntityId,
out IReadOnlyList<Matrix4x4> partLocal,
out IReadOnlyList<bool> availability)
{
if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
{
partLocal = record.PartLocal;
availability = record.PartAvailable;
return true;
}
partLocal = Array.Empty<Matrix4x4>();
availability = Array.Empty<bool>();
return false;
}
public bool TryGetCellId(uint localEntityId, out uint cellId)
{
if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
{
cellId = record.CellId;
return true;
}
cellId = 0;
return false;
}
private static void CopyParts(
PoseRecord record,
IReadOnlyList<Matrix4x4> partLocal,
IReadOnlyList<bool>? availability)
{
if (availability is not null && availability.Count != partLocal.Count)
throw new ArgumentException("Part pose and availability counts must match.");
if (record.PartLocal.Length != partLocal.Count)
record.PartLocal = new Matrix4x4[partLocal.Count];
if (record.PartAvailable.Length != partLocal.Count)
record.PartAvailable = new bool[partLocal.Count];
for (int i = 0; i < partLocal.Count; i++)
{
record.PartLocal[i] = partLocal[i];
record.PartAvailable[i] = availability is null || availability[i];
}
}
}

View file

@ -1,5 +1,3 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Vfx;
using AcDream.Core.World;
@ -7,97 +5,57 @@ using AcDream.Core.World;
namespace AcDream.App.Rendering.Vfx;
/// <summary>
/// What the activator's resolver returns when an entity's Setup carries
/// a <c>DefaultScript</c>. Bundles the script id with the per-part
/// transforms baked from <c>Setup.PlacementFrames</c> so a single dat
/// lookup yields both pieces of state. The activator pushes the part
/// transforms into <see cref="ParticleHookSink.SetEntityPartTransforms"/>
/// before calling <see cref="PhysicsScriptRunner.Play"/>, which closes
/// the part-anchor pipeline introduced for issue #56.
/// Setup script/profile data resolved once when a logical effect owner is
/// registered. Part transforms are indexed and root-local.
/// </summary>
public sealed record ScriptActivationInfo(
uint ScriptId,
IReadOnlyList<Matrix4x4> PartTransforms,
EntityEffectProfile? EffectProfile = null);
EntityEffectProfile? EffectProfile = null,
IReadOnlyList<bool>? PartAvailability = null);
/// <summary>
/// Fires <c>Setup.DefaultScript</c> through <see cref="PhysicsScriptRunner"/>
/// when a <see cref="WorldEntity"/> enters the world, so static objects
/// (portals, chimneys, fireplaces, EnvCell decorations, building details)
/// emit their retail-faithful persistent particle effects automatically.
/// Stops the scripts and live emitters when the entity despawns.
///
/// <para>
/// Handles both server-spawned and dat-hydrated entities. Live owners use the
/// canonical local <c>entity.Id</c>. Dat-static IDs occupy disjoint, globally
/// unique ranges for interiors, scenery, and landblock stabs. The C.1.5a guard that early-returned for
/// <c>ServerGuid == 0</c> was relaxed in C.1.5b so EnvCell static objects
/// (which have no server guid because they come from the dat file, not
/// the network) also fire their DefaultScript.
/// </para>
///
/// <para>
/// For live objects this is invoked by <c>LiveEntityRuntime</c> logical
/// registration/teardown. <c>GpuWorldState</c> invokes it only for dat-static
/// landblock load, promotion, demotion, and unload paths.
/// </para>
///
/// <para>
/// Retail oracle: <c>play_script_internal(setup.DefaultScript)</c> is what
/// retail's <c>CPhysicsObj</c> invokes at object load (see Phase C.1 plan
/// §C.1 and <c>memory/project_sky_pes_port.md</c>). C.1 already shipped the
/// runner; this class adds the missing fire-on-spawn call site.
/// </para>
/// Owns create-time Setup script activation and its symmetric teardown for
/// live and DAT-static entities.
/// </summary>
/// <remarks>
/// Setup <c>DefaultScript</c> is a direct PES played during Setup
/// initialization. Live registration invokes this class once per logical
/// generation; spatial rebucketing never replays it.
/// </remarks>
public sealed class EntityScriptActivator
{
private readonly PhysicsScriptRunner _scriptRunner;
private readonly ParticleHookSink _particleSink;
private readonly EntityEffectPoseRegistry _poses;
private readonly Func<WorldEntity, ScriptActivationInfo?> _resolver;
private readonly Action<uint, WorldEntity, EntityEffectProfile>? _registerDatStaticEffectOwner;
private readonly Action<uint>? _unregisterDatStaticEffectOwner;
private readonly Dictionary<uint, WorldEntity> _activeStaticOwners = new();
/// <param name="scriptRunner">Per-owner retail FIFO that schedules every
/// hook at its absolute script <c>StartTime</c>.</param>
/// <param name="particleSink">Already-shipped hook sink from C.1. The
/// activator pushes per-entity rotation + part transforms here, and
/// calls <see cref="ParticleHookSink.StopAllForEntity"/> to drop
/// per-entity emitter handles on despawn.</param>
/// <param name="resolver">Returns
/// <see cref="ScriptActivationInfo"/> with the entity's
/// <c>Setup.DefaultScript.DataId</c> and per-part transforms (via
/// <c>SetupPartTransforms.Compute</c>), or <c>null</c> on dat miss /
/// throw / missing DefaultScript. Production lambda hits
/// <c>DatCollection</c>; tests pass a hand-rolled stub.</param>
public EntityScriptActivator(
PhysicsScriptRunner scriptRunner,
ParticleHookSink particleSink,
EntityEffectPoseRegistry poses,
Func<WorldEntity, ScriptActivationInfo?> resolver,
Action<uint, WorldEntity, EntityEffectProfile>? registerDatStaticEffectOwner = null,
Action<uint>? unregisterDatStaticEffectOwner = null)
{
ArgumentNullException.ThrowIfNull(scriptRunner);
ArgumentNullException.ThrowIfNull(particleSink);
ArgumentNullException.ThrowIfNull(resolver);
_scriptRunner = scriptRunner;
_particleSink = particleSink;
_resolver = resolver;
_scriptRunner = scriptRunner ?? throw new ArgumentNullException(nameof(scriptRunner));
_particleSink = particleSink ?? throw new ArgumentNullException(nameof(particleSink));
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
_resolver = resolver ?? throw new ArgumentNullException(nameof(resolver));
_registerDatStaticEffectOwner = registerDatStaticEffectOwner;
_unregisterDatStaticEffectOwner = unregisterDatStaticEffectOwner;
}
/// <summary>
/// Resolve the entity's <c>Setup.DefaultScript</c> and fire it through
/// the script runner under its canonical runtime identity.
/// No-op if the entity has no DefaultScript (resolver returns null
/// or zero-script).
/// </summary>
public void OnCreate(WorldEntity entity)
{
ArgumentNullException.ThrowIfNull(entity);
uint key = entity.Id;
if (key == 0) return; // malformed entity
if (key == 0)
return;
if (entity.ServerGuid == 0
&& _activeStaticOwners.TryGetValue(key, out WorldEntity? existing))
{
@ -107,56 +65,43 @@ public sealed class EntityScriptActivator
$"Dat-static WorldEntity id 0x{key:X8} is already active; static allocators must be globally unique.");
}
var info = _resolver(entity);
if (info is null) return;
ScriptActivationInfo? info = _resolver(entity);
if (info is null)
return;
// Seed the sink's per-entity rotation so CreateParticleHook.Offset.Origin
// (in entity-local frame) transforms correctly to world space when the
// hook fires. C.1.5a fix: without this, the sink falls through to
// Quaternion.Identity and the offset gets applied in world axes —
// visual symptom for portals: swirl oriented along world XYZ instead
// of the portal's facing, partially buried.
_particleSink.SetEntityRotation(key, entity.Rotation);
// C.1.5b #56: seed the sink's per-entity part transforms so
// CreateParticleHook.PartIndex routes the hook offset through the
// right mesh part's resting transform. Without this, every emitter
// in a multi-part Setup collapses to the entity root.
_particleSink.SetEntityPartTransforms(key, info.PartTransforms);
// Particle::Init (0x0051C930) samples the current root/part frames.
// Publish before the Setup default script can execute; effects never
// fall back to the camera or a cached spawn anchor.
_poses.Publish(entity, info.PartTransforms, info.PartAvailability);
if (entity.ServerGuid == 0)
_activeStaticOwners.Add(key, entity);
if (entity.ServerGuid == 0 && info.EffectProfile is { } profile)
_registerDatStaticEffectOwner?.Invoke(
key,
entity,
profile);
_registerDatStaticEffectOwner?.Invoke(key, entity, profile);
if (info.ScriptId != 0)
_scriptRunner.Play(info.ScriptId, key, entity.Position);
}
/// <summary>
/// Stop every script instance the runner is tracking for this key, and
/// kill every live emitter the sink has attributed to the runtime effect
/// owner. Idempotent for unknown entities.
/// </summary>
public void OnRemove(WorldEntity entity)
{
ArgumentNullException.ThrowIfNull(entity);
uint key = entity.Id;
if (key == 0) return;
if (key == 0)
return;
if (entity.ServerGuid == 0
&& (!_activeStaticOwners.TryGetValue(key, out WorldEntity? existing)
|| !ReferenceEquals(existing, entity)))
{
return;
}
_scriptRunner.StopAllForEntity(key);
_particleSink.StopAllForEntity(key, fadeOut: false);
_poses.Remove(key);
if (entity.ServerGuid == 0 && _activeStaticOwners.Remove(key))
_unregisterDatStaticEffectOwner?.Invoke(key);
}
}

View file

@ -0,0 +1,66 @@
using System.Numerics;
using AcDream.Core.Meshing;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Rendering.Vfx;
/// <summary>
/// Reconstructs retail's stable CPartArray indices from a drawable-only
/// MeshRef projection. Rigid part frames come from Setup data while missing
/// DAT parts keep an unavailable placeholder at their stable Setup index.
/// Hydration omits by GfxObj DID and otherwise preserves Setup order, so
/// duplicate DIDs are all present or all absent; first-unconsumed matching is
/// lossless under that invariant.
/// </summary>
internal static class IndexedSetupPartPoseBuilder
{
public static (Matrix4x4[] Poses, bool[] Available) Build(
Setup setup,
WorldEntity entity)
{
ArgumentNullException.ThrowIfNull(setup);
ArgumentNullException.ThrowIfNull(entity);
int partCount = setup.Parts.Count;
var poses = new Matrix4x4[partCount];
IReadOnlyList<Matrix4x4> defaults = SetupPartTransforms.Compute(
setup,
objectScale: entity.Scale);
for (int i = 0; i < partCount; i++)
poses[i] = i < defaults.Count ? defaults[i] : Matrix4x4.Identity;
var expectedGfx = new uint[partCount];
for (int i = 0; i < partCount; i++)
expectedGfx[i] = (uint)setup.Parts[i];
for (int i = 0; i < entity.PartOverrides.Count; i++)
{
PartOverride replacement = entity.PartOverrides[i];
if (replacement.PartIndex < expectedGfx.Length)
expectedGfx[replacement.PartIndex] = replacement.GfxObjId;
}
var available = new bool[partCount];
var consumed = new bool[entity.MeshRefs.Count];
for (int partIndex = 0; partIndex < partCount; partIndex++)
{
for (int drawableIndex = 0; drawableIndex < entity.MeshRefs.Count; drawableIndex++)
{
if (consumed[drawableIndex]
|| entity.MeshRefs[drawableIndex].GfxObjId != expectedGfx[partIndex])
{
continue;
}
consumed[drawableIndex] = true;
available[partIndex] = true;
// The drawable transform carries DefaultScale. Retail's
// attachment/effect frame is the rigid Setup frame computed
// above; matching only establishes which stable slot exists.
break;
}
}
return (poses, available);
}
}

View file

@ -0,0 +1,176 @@
using AcDream.App.World;
using AcDream.Core.Lighting;
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Rendering.Vfx;
/// <summary>
/// Projects Setup lights for live top-level and attached entities, while the
/// shared pose registry supplies their current root on each update frame.
/// </summary>
/// <remarks>
/// Retail <c>CPartArray::SetFrame</c> (<c>0x00519310</c>) calls
/// <c>LIGHTLIST::set_frame</c> (<c>0x00517C60</c>) whenever the owning physics
/// object's frame changes. Logical ownership remains in
/// <see cref="LiveEntityRuntime"/>; leaving the world removes only this
/// cell-scoped presentation and re-entry registers it again.
/// </remarks>
public sealed class LiveEntityLightController : IDisposable
{
private readonly LiveEntityRuntime _liveEntities;
private readonly EntityEffectPoseRegistry _poses;
private readonly LightingHookSink _lighting;
private readonly Func<uint, Setup?> _loadSetup;
private readonly Dictionary<uint, uint> _serverGuidByOwner = new();
private readonly HashSet<uint> _presentOwners = new();
public LiveEntityLightController(
LiveEntityRuntime liveEntities,
EntityEffectPoseRegistry poses,
LightingHookSink lighting,
Func<uint, Setup?> loadSetup)
{
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
_lighting = lighting ?? throw new ArgumentNullException(nameof(lighting));
_loadSetup = loadSetup ?? throw new ArgumentNullException(nameof(loadSetup));
_lighting.OwnerLightingChanged += OnOwnerLightingChanged;
_liveEntities.ProjectionVisibilityChanged += OnProjectionVisibilityChanged;
}
public bool Register(uint serverGuid)
{
if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
|| record.WorldEntity is not { } entity
|| !record.IsSpatiallyProjected
|| !record.IsSpatiallyVisible)
{
return false;
}
_serverGuidByOwner[entity.Id] = serverGuid;
_presentOwners.Add(entity.Id);
_lighting.UnregisterOwner(entity.Id, forgetState: false);
_lighting.InitializeOwnerLighting(
entity.Id,
(record.FinalPhysicsState & PhysicsStateFlags.Lighting) != 0);
if ((entity.SourceGfxObjOrSetupId & 0xFF000000u) != 0x02000000u)
return false;
if (record.ProjectionKind is LiveEntityProjectionKind.World)
{
if (!_poses.UpdateRoot(entity))
_poses.PublishMeshRefs(entity);
}
Setup? setup = _loadSetup(entity.SourceGfxObjOrSetupId);
if (setup is null
|| setup.Lights.Count == 0
|| !_lighting.IsOwnerLightingEnabled(entity.Id))
return false;
bool isDynamic = (record.FinalPhysicsState & PhysicsStateFlags.Static) == 0;
IReadOnlyList<LightSource> loaded = LightInfoLoader.Load(
setup,
entity.Id,
entity.Position,
entity.Rotation,
isDynamic,
entity.ParentCellId ?? 0u,
tracksOwnerPose: true);
for (int i = 0; i < loaded.Count; i++)
_lighting.RegisterOwnedLight(loaded[i]);
return loaded.Count > 0;
}
/// <summary>Withdraw cell-scoped presentation but retain logical light state.</summary>
public void Unregister(uint ownerLocalId)
{
_presentOwners.Remove(ownerLocalId);
_lighting.UnregisterOwner(ownerLocalId, forgetState: false);
}
/// <summary>Apply a fresh authoritative PhysicsState Lighting transition.</summary>
public void OnStateChanged(uint serverGuid)
{
if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
|| record.WorldEntity is not { } entity)
{
return;
}
_lighting.SetOwnerLighting(
entity.Id,
(record.FinalPhysicsState & PhysicsStateFlags.Lighting) != 0);
}
/// <summary>End logical ownership after leave-world presentation teardown.</summary>
public void Forget(uint ownerLocalId)
{
_presentOwners.Remove(ownerLocalId);
_serverGuidByOwner.Remove(ownerLocalId);
_lighting.UnregisterOwner(ownerLocalId);
}
public void Refresh() => _lighting.RefreshAttachedLights();
/// <summary>
/// Attached projection visibility can become true before its holding-part
/// composition is published. The attachment owner calls this barrier only
/// after the composed child root is current.
/// </summary>
public void OnAttachedPoseReady(uint serverGuid)
{
if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
|| record.ProjectionKind is not LiveEntityProjectionKind.Attached
|| record.WorldEntity is not { } entity
|| _presentOwners.Contains(entity.Id))
{
return;
}
Register(serverGuid);
}
private void OnOwnerLightingChanged(uint ownerLocalId, bool enabled)
{
if (!_presentOwners.Contains(ownerLocalId)
|| !_serverGuidByOwner.TryGetValue(ownerLocalId, out uint serverGuid))
{
return;
}
if (!enabled)
{
_lighting.UnregisterOwner(ownerLocalId, forgetState: false);
return;
}
Register(serverGuid);
}
public void Dispose()
{
_lighting.OwnerLightingChanged -= OnOwnerLightingChanged;
_liveEntities.ProjectionVisibilityChanged -= OnProjectionVisibilityChanged;
foreach (uint ownerId in _serverGuidByOwner.Keys.ToArray())
Forget(ownerId);
}
private void OnProjectionVisibilityChanged(LiveEntityRecord record, bool visible)
{
if (record.WorldEntity is not { } entity)
return;
if (record.ProjectionKind is LiveEntityProjectionKind.Attached)
{
// The true edge precedes attachment pose publication. False is
// safe and must immediately withdraw the cell-scoped light.
if (!visible)
Unregister(entity.Id);
return;
}
if (visible)
Register(record.ServerGuid);
else
Unregister(entity.Id);
}
}

View file

@ -1311,7 +1311,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
// TransparentPartHook.PartIndex addresses — retail's CPartArray
// numbers parts by their ordinal position in the Setup's own
// part list (SetupPartTransforms.Compute is the other verified
// consumer of this exact indexing: one Matrix4x4 per
// consumer of this exact indexing: one rigid pose per
// Setup.Parts[i]). NOT the outer per-MeshRef loop index — a
// MeshRef is acdream's own decomposition of top-level
// attachments (weapon/shield/etc), a different concept.

View file

@ -148,6 +148,7 @@ public sealed class LiveEntityRuntime
private readonly Dictionary<uint, uint> _guidByLocalId = new();
private readonly Dictionary<uint, ILiveEntityAnimationRuntime> _animationsByLocalId = new();
private readonly Dictionary<uint, ILiveEntityRemoteMotionRuntime> _remoteMotionByGuid = new();
private uint _rebucketingGuid;
private uint _nextLocalEntityId;
public LiveEntityRuntime(
@ -191,6 +192,12 @@ public sealed class LiveEntityRuntime
public IReadOnlyDictionary<uint, ILiveEntityRemoteMotionRuntime> RemoteMotionRuntimes => _remoteMotionByGuid;
public ParentAttachmentState ParentAttachments { get; } = new();
/// <summary>
/// Raised after a materialized projection enters or leaves the currently
/// loaded spatial view. Logical resources remain owned by the record.
/// </summary>
public event Action<LiveEntityRecord, bool>? ProjectionVisibilityChanged;
public LiveEntityRegistrationResult RegisterLiveEntity(WorldSession.EntitySpawn incoming)
{
InboundCreateResult result = _inbound.AcceptCreate(incoming);
@ -311,7 +318,21 @@ public sealed class LiveEntityRuntime
|| record.WorldEntity is not { } entity)
return false;
_spatial.RebucketLiveEntity(entity, spatialCellOrLandblockId);
bool wasProjected = record.IsSpatiallyProjected;
bool wasVisible = record.IsSpatiallyVisible;
// GpuWorldState reports an intermediate false/true pair while moving
// between two loaded buckets. Suppress those implementation details
// and publish only the final logical visibility edge.
record.IsSpatiallyProjected = true;
_rebucketingGuid = serverGuid;
try
{
_spatial.RebucketLiveEntity(entity, spatialCellOrLandblockId);
}
finally
{
_rebucketingGuid = 0;
}
bool visible = _spatial.IsLiveEntityVisible(serverGuid);
record.IsSpatiallyVisible = visible;
if (record.ProjectionKind is LiveEntityProjectionKind.World)
@ -327,7 +348,8 @@ public sealed class LiveEntityRuntime
record.CanonicalLandblockId = spatialCellOrLandblockId == 0
? 0u
: (spatialCellOrLandblockId & 0xFFFF0000u) | 0xFFFFu;
record.IsSpatiallyProjected = true;
if (!wasProjected || wasVisible != visible)
ProjectionVisibilityChanged?.Invoke(record, visible);
return true;
}
@ -708,6 +730,8 @@ public sealed class LiveEntityRuntime
_visibleWorldEntitiesByGuid[serverGuid] = entity;
else
_visibleWorldEntitiesByGuid.Remove(serverGuid);
if (_rebucketingGuid != serverGuid)
ProjectionVisibilityChanged?.Invoke(record, visible);
}
private void TearDownRecord(LiveEntityRecord record)

View file

@ -13,7 +13,7 @@ namespace AcDream.Core.Lighting;
/// <para>
/// Retail <see cref="LightInfo"/> fields (r13 §1):
/// <list type="bullet">
/// <item><description><c>ViewSpaceLocation</c>: local Frame relative to the owning part.</description></item>
/// <item><description><c>ViewSpaceLocation</c>: local Frame relative to the owning PartArray root.</description></item>
/// <item><description><c>Color</c>: packed ARGB. Alpha is ignored; channels go through <c>/255</c>.</description></item>
/// <item><description><c>Intensity</c>: multiplies color for final diffuse.</description></item>
/// <item><description><c>Falloff</c>: world metres — acts as the <see cref="LightSource.Range"/> hard cutoff.</description></item>
@ -24,13 +24,10 @@ namespace AcDream.Core.Lighting;
public static class LightInfoLoader
{
/// <summary>
/// Extract all lights from a Setup, positioned in the entity's
/// world frame (via <paramref name="entityPosition"/> +
/// <paramref name="entityRotation"/>). The dat's per-light Frame is
/// treated as a local offset relative to the entity root; acdream
/// doesn't yet transform through the animated part chain (retail's
/// hand-held torches), so held lights render at the entity root
/// until the animation hook layer handles per-part placement.
/// Extract all lights from a Setup and retain each light's complete local
/// frame. Retail Setup lights belong to the PartArray root rather than an
/// indexed mesh part; moving held objects therefore follow their child
/// physics-object root after <c>CPhysicsObj::UpdateChild</c> composes it.
/// </summary>
public static IReadOnlyList<LightSource> Load(
Setup setup,
@ -38,7 +35,8 @@ public static class LightInfoLoader
Vector3 entityPosition,
Quaternion entityRotation,
bool isDynamic = false,
uint cellId = 0)
uint cellId = 0,
bool tracksOwnerPose = false)
{
var results = new List<LightSource>();
if (setup?.Lights is null || setup.Lights.Count == 0) return results;
@ -64,12 +62,15 @@ public static class LightInfoLoader
info.ViewSpaceLocation.Orientation.W);
}
// Transform local offset into world space via the entity's
// rotation + translation. No per-part chain yet — held
// torches track the entity's root for now.
Vector3 worldPos = entityPosition + Vector3.Transform(localOffset, entityRotation);
Quaternion worldRot = entityRotation * localRot;
Vector3 forward = Vector3.Transform(Vector3.UnitY, worldRot);
Matrix4x4 localPose = Matrix4x4.CreateFromQuaternion(localRot)
* Matrix4x4.CreateTranslation(localOffset);
Matrix4x4 rootWorld = Matrix4x4.CreateFromQuaternion(entityRotation)
* Matrix4x4.CreateTranslation(entityPosition);
Matrix4x4 lightWorld = localPose * rootWorld;
Vector3 worldPos = lightWorld.Translation;
Vector3 forward = Vector3.TransformNormal(Vector3.UnitY, lightWorld);
if (forward.LengthSquared() > 1e-8f)
forward = Vector3.Normalize(forward);
var light = new LightSource
{
@ -93,6 +94,8 @@ public static class LightInfoLoader
CellId = cellId, // owning cell — scopes the per-frame visible-cell pool (A7 #176/#177)
IsLit = true,
IsDynamic = isDynamic,
TracksOwnerPose = tracksOwnerPose,
LocalPose = localPose,
};
results.Add(light);
}

View file

@ -55,6 +55,20 @@ public sealed class LightSource
public bool IsLit = true; // SetLightHook latch
public bool IsDynamic; // #143: true = D3D hardware path (1/d att, range×1.5);
// false = static dat-baked bake (1/d³, range×1.3)
/// <summary>
/// True when this light belongs to a live physics object whose root can
/// move. DAT-static lights keep their hydration-time world frame and are
/// deliberately excluded from the per-frame pose refresh.
/// </summary>
public bool TracksOwnerPose;
/// <summary>
/// Setup-local light frame retained from <c>LIGHTINFO::view_space_location</c>.
/// Object-borne lights compose it with their owner's current root each
/// frame, matching <c>CPartArray::SetFrame</c> (<c>0x00519310</c>) calling
/// <c>LIGHTLIST::set_frame</c> (<c>0x00517C60</c>).
/// </summary>
public Matrix4x4 LocalPose = Matrix4x4.Identity;
// Cached each frame by LightManager.
public float DistSq;

View file

@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Vfx;
using DatReaderWriter.Types;
namespace AcDream.Core.Lighting;
@ -24,14 +25,27 @@ namespace AcDream.Core.Lighting;
public sealed class LightingHookSink : IAnimationHookSink
{
private readonly LightManager _lights;
private readonly IEntityEffectPoseSource _poses;
private readonly IEntityEffectCellSource? _cells;
// Index owner → the set of LightSource instances they registered.
// Maintained lazily — populated on first RegisterLight for that owner.
private readonly Dictionary<uint, List<LightSource>> _byOwner = new();
private readonly Dictionary<uint, List<LightSource>> _trackedByOwner = new();
private readonly Dictionary<uint, bool> _enabledByOwner = new();
public LightingHookSink(LightManager lights)
/// <summary>
/// Raised after retail's <c>set_lights</c> state changes. App-layer live
/// owners use this to create/destroy their Setup light presentation;
/// DAT-static owners are already registered and simply consume IsLit.
/// </summary>
public event Action<uint, bool>? OwnerLightingChanged;
public LightingHookSink(LightManager lights, IEntityEffectPoseSource poses)
{
_lights = lights ?? throw new System.ArgumentNullException(nameof(lights));
_poses = poses ?? throw new System.ArgumentNullException(nameof(poses));
_cells = poses as IEntityEffectCellSource;
}
/// <summary>
@ -41,6 +55,8 @@ public sealed class LightingHookSink : IAnimationHookSink
public void RegisterOwnedLight(LightSource light)
{
System.ArgumentNullException.ThrowIfNull(light);
if (_enabledByOwner.TryGetValue(light.OwnerId, out bool enabled))
light.IsLit = enabled;
_lights.Register(light);
if (!_byOwner.TryGetValue(light.OwnerId, out var list))
{
@ -48,14 +64,54 @@ public sealed class LightingHookSink : IAnimationHookSink
_byOwner[light.OwnerId] = list;
}
list.Add(light);
if (light.TracksOwnerPose)
{
if (!_trackedByOwner.TryGetValue(light.OwnerId, out List<LightSource>? tracked))
{
tracked = new List<LightSource>();
_trackedByOwner[light.OwnerId] = tracked;
}
tracked.Add(light);
}
}
/// <summary>Drop every light tagged to this owner (despawn / unload).</summary>
public void UnregisterOwner(uint ownerId)
public void UnregisterOwner(uint ownerId, bool forgetState = true)
{
if (!_byOwner.TryGetValue(ownerId, out var list)) return;
foreach (var l in list) _lights.Unregister(l);
_byOwner.Remove(ownerId);
if (_byOwner.TryGetValue(ownerId, out var list))
{
foreach (var l in list) _lights.Unregister(l);
_byOwner.Remove(ownerId);
}
_trackedByOwner.Remove(ownerId);
if (forgetState)
_enabledByOwner.Remove(ownerId);
}
public void InitializeOwnerLighting(uint ownerId, bool enabled) =>
_enabledByOwner.TryAdd(ownerId, enabled);
public bool IsOwnerLightingEnabled(uint ownerId) =>
!_enabledByOwner.TryGetValue(ownerId, out bool enabled) || enabled;
/// <summary>
/// Mirrors <c>CPhysicsObj::set_lights</c> (0x0050FCF0): update the owner's
/// Lighting state and its currently materialized lights as one operation.
/// </summary>
public void SetOwnerLighting(uint ownerId, bool enabled)
{
if (_enabledByOwner.TryGetValue(ownerId, out bool current)
&& current == enabled)
{
return;
}
_enabledByOwner[ownerId] = enabled;
if (_byOwner.TryGetValue(ownerId, out var list))
{
foreach (LightSource light in list)
light.IsLit = enabled;
}
OwnerLightingChanged?.Invoke(ownerId, enabled);
}
/// <summary>
@ -67,12 +123,36 @@ public sealed class LightingHookSink : IAnimationHookSink
return _byOwner.TryGetValue(ownerId, out var list) ? list : null;
}
/// <summary>
/// Recompose every object-borne light from the current physics-object root.
/// Setup <c>LIGHTINFO</c> has no part index; equipped-object animation is
/// represented by publishing that child's composed root.
/// </summary>
public void RefreshAttachedLights()
{
foreach ((uint ownerId, List<LightSource> lights) in _trackedByOwner)
{
if (!_poses.TryGetRootPose(ownerId, out Matrix4x4 rootWorld))
continue;
uint cellId = 0;
_cells?.TryGetCellId(ownerId, out cellId);
for (int i = 0; i < lights.Count; i++)
{
LightSource light = lights[i];
Matrix4x4 lightWorld = light.LocalPose * rootWorld;
light.WorldPosition = lightWorld.Translation;
Vector3 forward = Vector3.TransformNormal(Vector3.UnitY, lightWorld);
if (forward.LengthSquared() > 1e-8f)
light.WorldForward = Vector3.Normalize(forward);
light.CellId = cellId;
}
}
}
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
{
if (hook is not SetLightHook slh) return;
if (!_byOwner.TryGetValue(entityId, out var list)) return;
foreach (var light in list)
light.IsLit = slh.LightsOn;
SetOwnerLighting(entityId, slh.LightsOn);
}
}

View file

@ -6,6 +6,12 @@ using DatReaderWriter.Types;
namespace AcDream.Core.Meshing;
/// <summary>Final child root and indexed part poses in the parent-root frame.</summary>
public readonly record struct EquippedChildPose(
Matrix4x4 RootLocal,
Matrix4x4[] PartLocal,
MeshRef[] AttachedParts);
/// <summary>
/// Retail held-object transform composition. A weapon is a separate child
/// physics object: the parent's <see cref="Setup.HoldingLocations"/> selects
@ -28,6 +34,90 @@ public static class EquippedChildAttachment
IReadOnlyList<MeshRef> childPartTemplate,
float childScale,
out IReadOnlyList<MeshRef> attachedParts)
{
bool composed = TryComposePose(
parentSetup,
currentParentPose,
childSetup,
parentLocation,
placement,
childPartTemplate,
childScale,
out EquippedChildPose pose);
attachedParts = composed ? pose.AttachedParts : Array.Empty<MeshRef>();
return composed;
}
public static bool TryComposePose(
Setup parentSetup,
IReadOnlyList<MeshRef> currentParentPose,
Setup childSetup,
ParentLocation parentLocation,
Placement placement,
IReadOnlyList<MeshRef> childPartTemplate,
float childScale,
out EquippedChildPose pose)
{
ArgumentNullException.ThrowIfNull(currentParentPose);
var parentParts = new Matrix4x4[currentParentPose.Count];
for (int i = 0; i < parentParts.Length; i++)
parentParts[i] = currentParentPose[i].PartTransform;
return TryComposePose(
parentSetup,
parentParts,
childSetup,
parentLocation,
placement,
childPartTemplate,
childScale,
out pose);
}
/// <summary>
/// Compose from the parent's indexed final animation poses. The renderer
/// exposes these independently of drawable MeshRefs so a hidden or missing
/// visual part cannot shift the retail holding-location index.
/// </summary>
public static bool TryComposePose(
Setup parentSetup,
IReadOnlyList<Matrix4x4> currentParentPose,
Setup childSetup,
ParentLocation parentLocation,
Placement placement,
IReadOnlyList<MeshRef> childPartTemplate,
float childScale,
out EquippedChildPose pose)
{
return TryComposePoseInto(
parentSetup,
currentParentPose,
parentPartAvailability: null,
childSetup,
parentLocation,
placement,
childPartTemplate,
childScale,
partPoseBuffer: null,
attachedPartBuffer: null,
out pose);
}
/// <summary>
/// Allocation-free update path for an already realized child. Buffers are
/// reused by the App-layer attachment owner after their first composition.
/// </summary>
public static bool TryComposePoseInto(
Setup parentSetup,
IReadOnlyList<Matrix4x4> currentParentPose,
IReadOnlyList<bool>? parentPartAvailability,
Setup childSetup,
ParentLocation parentLocation,
Placement placement,
IReadOnlyList<MeshRef> childPartTemplate,
float childScale,
Matrix4x4[]? partPoseBuffer,
MeshRef[]? attachedPartBuffer,
out EquippedChildPose pose)
{
ArgumentNullException.ThrowIfNull(parentSetup);
ArgumentNullException.ThrowIfNull(currentParentPose);
@ -36,14 +126,32 @@ public static class EquippedChildAttachment
if (!parentSetup.HoldingLocations.TryGetValue(parentLocation, out LocationType? holding))
{
attachedParts = Array.Empty<MeshRef>();
pose = new EquippedChildPose(
Matrix4x4.Identity,
Array.Empty<Matrix4x4>(),
Array.Empty<MeshRef>());
return false;
}
Matrix4x4 parentPart = holding.PartId >= 0
&& holding.PartId < currentParentPose.Count
? currentParentPose[holding.PartId].PartTransform
: Matrix4x4.Identity;
Matrix4x4 parentPart;
if (holding.PartId >= 0 && holding.PartId < currentParentPose.Count)
{
if (parentPartAvailability is not null
&& (holding.PartId >= parentPartAvailability.Count
|| !parentPartAvailability[(int)holding.PartId]))
{
pose = default;
return false;
}
parentPart = currentParentPose[(int)holding.PartId];
}
else
{
// Retail CPhysicsObj::UpdateChild (0x00512D50) uses the parent
// root for every part number >= num_parts. This includes the
// canonical 0xFFFFFFFF root sentinel and malformed positives.
parentPart = Matrix4x4.Identity;
}
Matrix4x4 holdingFrame = ToMatrix(holding.Frame);
Matrix4x4 childRoot = holdingFrame * parentPart;
@ -54,28 +162,40 @@ public static class EquippedChildAttachment
childSetup.PlacementFrames.TryGetValue(Placement.Default, out placementFrame);
int partCount = Math.Min(childSetup.Parts.Count, childPartTemplate.Count);
var result = new MeshRef[partCount];
MeshRef[] result = attachedPartBuffer is { Length: var attachedLength }
&& attachedLength == partCount
? attachedPartBuffer
: new MeshRef[partCount];
Matrix4x4[] childPartPoses = partPoseBuffer is { Length: var poseLength }
&& poseLength == partCount
? partPoseBuffer
: new Matrix4x4[partCount];
for (int i = 0; i < partCount; i++)
{
Frame partFrame = placementFrame is not null && i < placementFrame.Frames.Count
? placementFrame.Frames[i]
: new Frame { Orientation = Quaternion.Identity };
Vector3 scale = i < childSetup.DefaultScale.Count
Vector3 defaultScale = i < childSetup.DefaultScale.Count
? childSetup.DefaultScale[i]
: Vector3.One;
Matrix4x4 childPart = Matrix4x4.CreateScale(scale)
Matrix4x4 visualChildPart = Matrix4x4.CreateScale(defaultScale)
* ToMatrix(partFrame);
if (childScale != 1.0f)
childPart *= Matrix4x4.CreateScale(childScale);
visualChildPart *= Matrix4x4.CreateScale(childScale);
Matrix4x4 rigidChildPart = Matrix4x4.CreateFromQuaternion(partFrame.Orientation)
* Matrix4x4.CreateTranslation(partFrame.Origin * childScale);
childPartPoses[i] = rigidChildPart;
MeshRef template = childPartTemplate[i];
result[i] = new MeshRef(template.GfxObjId, childPart * childRoot)
result[i] = new MeshRef(template.GfxObjId, visualChildPart * childRoot)
{
SurfaceOverrides = template.SurfaceOverrides,
};
}
attachedParts = result;
pose = new EquippedChildPose(childRoot, childPartPoses, result);
return true;
}

View file

@ -7,48 +7,35 @@ using DatReaderWriter.Types;
namespace AcDream.Core.Meshing;
/// <summary>
/// Compute the per-part static transforms for a Setup using its
/// PlacementFrames. For each part <c>i</c>, the returned matrix takes a
/// point in part-local space and yields a point in setup-local space at
/// the Setup's resting pose.
///
/// <para>
/// Mirrors <see cref="SetupMesh.Flatten"/>'s pose-source priority —
/// <c>PlacementFrames[Resting]</c> → <c>[Default]</c> → first available
/// — so that a particle anchor at part <c>i</c> matches the part's
/// visible rest position. If renderer and resolver ever drift on this
/// priority, particles will visibly drift relative to their parent
/// mesh; keep them in lockstep.
/// </para>
///
/// <para>
/// Returns an empty list when the Setup has no PlacementFrames. The
/// caller (e.g. <c>ParticleHookSink.SpawnFromHook</c>) should then fall
/// back to <see cref="Matrix4x4.Identity"/> per part, which is the
/// pre-C.1.5b behavior.
/// </para>
///
/// <para>
/// For animated entities, per-part transforms vary per animation frame
/// and live in <c>AnimatedEntityState</c>; a future "animated
/// DefaultScript" path would publish those each tick via the same
/// <c>SetEntityPartTransforms</c> seam. Out of scope here.
/// </para>
/// Computes retail's rigid per-part frames for attachments and effects.
/// Visual GfxObj scale is deliberately excluded.
/// </summary>
/// <remarks>
/// Pose selection matches <see cref="SetupMesh.Flatten"/>: an explicit motion
/// frame, then Resting, Default, then the first placement frame. Retail
/// <c>CPartArray::UpdateParts</c> (<c>0x005190F0</c>) scales only the frame
/// origin by the object's scale. <c>CPartArray::SetScaleInternal</c>
/// (<c>0x00518A00</c>) stores Setup DefaultScale separately on the visual
/// <c>CPhysicsPart::gfxobj_scale</c>, so it never enters this rigid frame.
/// </remarks>
public static class SetupPartTransforms
{
public static IReadOnlyList<Matrix4x4> Compute(Setup setup)
public static IReadOnlyList<Matrix4x4> Compute(
Setup setup,
AnimationFrame? motionFrameOverride = null,
float objectScale = 1.0f)
{
AnimationFrame? source = null;
if (setup.PlacementFrames.TryGetValue(Placement.Resting, out var resting))
ArgumentNullException.ThrowIfNull(setup);
AnimationFrame? source = motionFrameOverride;
if (source is null && setup.PlacementFrames.TryGetValue(Placement.Resting, out var resting))
{
source = resting;
}
else if (setup.PlacementFrames.TryGetValue(Placement.Default, out var def))
else if (source is null && setup.PlacementFrames.TryGetValue(Placement.Default, out var def))
{
source = def;
}
else
else if (source is null)
{
foreach (var kvp in setup.PlacementFrames)
{
@ -57,7 +44,8 @@ public static class SetupPartTransforms
}
}
if (source is null) return System.Array.Empty<Matrix4x4>();
if (source is null)
return Array.Empty<Matrix4x4>();
int partCount = setup.Parts.Count;
var result = new Matrix4x4[partCount];
@ -66,10 +54,8 @@ public static class SetupPartTransforms
Frame frame = i < source.Frames.Count
? source.Frames[i]
: new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
Vector3 scale = i < setup.DefaultScale.Count ? setup.DefaultScale[i] : Vector3.One;
result[i] = Matrix4x4.CreateScale(scale)
* Matrix4x4.CreateFromQuaternion(frame.Orientation)
* Matrix4x4.CreateTranslation(frame.Origin);
result[i] = Matrix4x4.CreateFromQuaternion(frame.Orientation)
* Matrix4x4.CreateTranslation(frame.Origin * objectScale);
}
return result;
}

View file

@ -14,8 +14,6 @@ namespace AcDream.Core.Vfx;
/// </summary>
public sealed class EmitterDescRegistry
{
private const uint FallbackEmitterId = 0xFFFFFFFFu;
private readonly Func<uint, DatParticleEmitter?>? _resolver;
private readonly ConcurrentDictionary<uint, EmitterDesc> _byId = new();
@ -32,7 +30,6 @@ public sealed class EmitterDescRegistry
public EmitterDescRegistry(Func<uint, DatParticleEmitter?>? resolver)
{
_resolver = resolver;
Register(BuildFallback());
}
public void Register(EmitterDesc desc)
@ -43,9 +40,16 @@ public sealed class EmitterDescRegistry
public EmitterDesc Get(uint emitterId)
{
if (_byId.TryGetValue(emitterId, out var desc))
if (TryGet(emitterId, out EmitterDesc? desc))
return desc;
throw new KeyNotFoundException(
$"ParticleEmitterInfo 0x{emitterId:X8} was not found.");
}
public bool TryGet(uint emitterId, out EmitterDesc desc)
{
if (_byId.TryGetValue(emitterId, out desc!))
return true;
if (_resolver is not null)
{
var dat = _resolver(emitterId);
@ -53,14 +57,11 @@ public sealed class EmitterDescRegistry
{
desc = FromDat(emitterId, dat);
_byId[emitterId] = desc;
return desc;
return true;
}
}
if (_byId.TryGetValue(FallbackEmitterId, out var fallback))
return fallback;
throw new InvalidOperationException("No default emitter registered in registry.");
desc = null!;
return false;
}
public int Count => _byId.Count;
@ -145,36 +146,6 @@ public sealed class EmitterDescRegistry
}
}
private static EmitterDesc BuildFallback() => new()
{
DatId = FallbackEmitterId,
Type = ParticleType.LocalVelocity,
EmitterKind = ParticleEmitterKind.BirthratePerSec,
Flags = EmitterFlags.Billboard | EmitterFlags.FaceCamera,
Birthrate = 0.1f,
EmitRate = 10f,
MaxParticles = 32,
LifetimeMin = 0.6f,
LifetimeMax = 1.2f,
Lifespan = 0.9f,
LifespanRand = 0.3f,
OffsetDir = new Vector3(0, 0, 1),
MinOffset = 0f,
MaxOffset = 0.1f,
SpawnDiskRadius = 0.1f,
InitialVelocity = new Vector3(0, 0, 0.5f),
VelocityJitter = 0.3f,
A = new Vector3(0, 0, 0.5f),
MinA = 1f,
MaxA = 1f,
B = Vector3.Zero,
C = Vector3.Zero,
StartSize = 0.25f,
EndSize = 0.6f,
StartAlpha = 0.85f,
EndAlpha = 0f,
};
private static ParticleEmitterKind MapEmitterKind(DatEmitterType type) => type switch
{
DatEmitterType.BirthratePerSec => ParticleEmitterKind.BirthratePerSec,

View file

@ -0,0 +1,24 @@
using System.Numerics;
namespace AcDream.Core.Vfx;
/// <summary>
/// Read-only view of the final pose used by entity-attached effects.
/// Implementations publish poses on the update/render thread after root motion,
/// animation, and equipped-child composition have completed.
/// </summary>
public interface IEntityEffectPoseSource
{
bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld);
bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal);
}
/// <summary>
/// Optional spatial companion for consumers, such as object lights, whose
/// render registration is scoped to the owner's current AC cell.
/// </summary>
public interface IEntityEffectCellSource
{
bool TryGetCellId(uint localEntityId, out uint cellId);
}

View file

@ -1,191 +1,177 @@
using System;
using System.Collections.Concurrent;
using System.Numerics;
using System.Threading;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
namespace AcDream.Core.Vfx;
/// <summary>
/// <see cref="IAnimationHookSink"/> that translates particle-bearing
/// animation hooks into <see cref="ParticleSystem"/> spawn / stop calls.
///
/// <para>
/// Hook types handled (r04 §6):
/// <list type="bullet">
/// <item><description>
/// <see cref="CreateParticleHook"/> — spawn an emitter from the
/// hook's <c>EmitterInfoId</c> at the entity's world pose plus the
/// hook offset. Retail attaches to a specific mesh part; we
/// attach to the entity's root and will refine per-part when the
/// renderer exposes per-part world transforms.
/// </description></item>
/// <item><description>
/// <see cref="CreateBlockingParticleHook"/> — has the same payload
/// as CreateParticleHook, but suppresses creation while the same nonzero
/// logical emitter ID is live. It does not pause animation. Production DAT
/// loading substitutes <see cref="RetailCreateBlockingParticleHook"/> so
/// the inherited payload is retained despite the dependency's header-only
/// model. Suppression itself lands with live emitter bindings in Step 5.
/// </description></item>
/// <item><description>
/// <see cref="DestroyParticleHook"/> — stop the most-recent emitter
/// matching the hook's <c>EmitterId</c>. Deferred to a future pass
/// when we retain per-entity emitter-id → handle maps.
/// </description></item>
/// <item><description>
/// <see cref="StopParticleHook"/> — pause all emitters on the
/// entity (fade out).
/// </description></item>
/// <item><description>
/// <see cref="DefaultScriptHook"/> / <see cref="DefaultScriptPartHook"/>
/// — trigger the entity's <c>DefaultScriptId</c> PhysicsScript.
/// Requires PhysicsScript table; deferred.
/// </description></item>
/// <item><description>
/// <see cref="CallPESHook"/> — fire a PhysicsScript by id.
/// Deferred until DRW exposes PhysicsScript dat.
/// </description></item>
/// </list>
/// </para>
///
/// <para>
/// Per-entity emitter handle tracking is kept here so DestroyParticle /
/// StopParticle can target the right emitter when a server-sent
/// <c>PlayEffect</c> fires.
/// </para>
/// Routes particle animation hooks through the owner's current root/part pose
/// and retains the retail logical-emitter identity rules.
/// </summary>
/// <remarks>
/// <para>
/// Retail oracle: <c>CreateParticleHook::Execute</c> (<c>0x00526EC0</c>),
/// <c>CreateBlockingParticleHook::Execute</c> (<c>0x00526EF0</c>),
/// <c>ParticleManager::CreateParticleEmitter</c> (<c>0x0051B6C0</c>), and
/// <c>CreateBlockingParticleEmitter</c> (<c>0x0051B8A0</c>).
/// </para>
/// <para>
/// The complete hook offset frame is retained on each binding for schema
/// fidelity. Retail <c>Particle::Init</c> (<c>0x0051C930</c>) transforms the
/// offset origin through the current owner frame, but does not apply the hook
/// offset quaternion to particle vectors; emitter orientation is the current
/// root/part orientation.
/// </para>
/// </remarks>
public sealed class ParticleHookSink : IAnimationHookSink
{
private readonly ParticleSystem _system;
// entityId → most-recently-spawned emitter handle per emitterId.
// DestroyParticleHook.EmitterId is effectively an application-layer
// key ("the smoke trail I spawned 2 seconds ago"), so we track by
// (entity, emitterId).
private readonly IEntityEffectPoseSource _poses;
private readonly ConcurrentDictionary<(uint EntityId, uint EmitterId), int> _handlesByKey = new();
// entityId → set of live emitter handles. Dictionary-as-set so we can
// remove individual handles when their emitter dies (M4 fix —
// ConcurrentBag couldn't drop entries, so handles for naturally-expired
// emitters used to leak).
private readonly ConcurrentDictionary<uint, ConcurrentDictionary<int, byte>> _handlesByEntity = new();
// Reverse lookup: handle → (entity, key) for O(1) cleanup on EmitterDied.
private readonly ConcurrentDictionary<int, (uint EntityId, uint KeyId)> _trackingByHandle = new();
private readonly ConcurrentDictionary<int, EmitterBinding> _bindingsByHandle = new();
private readonly ConcurrentDictionary<uint, ParticleRenderPass> _renderPassByEntity = new();
private readonly ConcurrentDictionary<uint, Quaternion> _rotationByEntity = new();
// C.1.5b #56: per-entity static part transforms (PlacementFrames[Resting]
// baked into a Matrix4x4 per Setup part). When set, SpawnFromHook applies
// partTransforms[hook.PartIndex] to the hook offset BEFORE rotating to
// world space. Without this, every emitter in a multi-part Setup
// collapses to the entity root (the bug). Cleared by StopAllForEntity.
// For ANIMATED entities this map would need a per-tick refresh similar
// to UpdateEntityAnchor — deferred to a future phase.
private readonly ConcurrentDictionary<uint, IReadOnlyList<Matrix4x4>> _partTransformsByEntity = new();
private int _anonymousEmitterSerial;
public ParticleHookSink(ParticleSystem system)
private readonly ConcurrentDictionary<uint, byte> _hiddenPresentationOwners = new();
public ParticleHookSink(ParticleSystem system, IEntityEffectPoseSource poses)
{
_system = system ?? throw new ArgumentNullException(nameof(system));
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
_system.EmitterDied += OnEmitterDied;
}
public Action<string>? DiagnosticSink { get; set; }
private void OnEmitterDied(int handle)
{
if (!_trackingByHandle.TryRemove(handle, out var t))
if (!_bindingsByHandle.TryRemove(handle, out EmitterBinding binding))
return;
_handlesByKey.TryRemove((t.EntityId, t.KeyId), out _);
if (_handlesByEntity.TryGetValue(t.EntityId, out var bag))
bag.TryRemove(handle, out _);
if (binding.LogicalId != 0
&& _handlesByKey.TryGetValue((binding.OwnerLocalId, binding.LogicalId), out int current)
&& current == handle)
{
_handlesByKey.TryRemove((binding.OwnerLocalId, binding.LogicalId), out _);
}
if (_handlesByEntity.TryGetValue(binding.OwnerLocalId, out var handles))
{
handles.TryRemove(handle, out _);
if (handles.IsEmpty)
_handlesByEntity.TryRemove(binding.OwnerLocalId, out _);
}
}
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
{
switch (hook)
{
case RetailCreateBlockingParticleHook:
// The centralized content reader now preserves the complete
// retail payload. Step 5 owns live logical-ID suppression and
// attachment semantics; do not silently treat blocking as a
// normal replacement before that mechanism lands.
case RetailCreateBlockingParticleHook blocking:
SpawnFromHook(
entityId,
(uint)blocking.EmitterInfoId,
blocking.Offset,
unchecked((int)blocking.PartIndex),
blocking.EmitterId,
isBlocking: true);
break;
case CreateParticleHook cph:
SpawnFromHook(entityId, entityWorldPosition,
emitterInfoId: (uint)cph.EmitterInfoId,
offset: cph.Offset.Origin,
partIndex: (int)cph.PartIndex,
logicalId: cph.EmitterId);
case CreateParticleHook create:
SpawnFromHook(
entityId,
(uint)create.EmitterInfoId,
create.Offset,
unchecked((int)create.PartIndex),
create.EmitterId,
isBlocking: false);
break;
case CreateBlockingParticleHook:
// Defensive package-decoder shape. Production raw loaders
// replace this header-only model with the retail subclass.
// The upstream package exposes only the common header for this
// type. Production loaders replace it with the retail payload
// above; a header-only instance cannot create an emitter.
DiagnosticSink?.Invoke(
$"CreateBlockingParticle for owner 0x{entityId:X8} has no retail payload.");
break;
case DestroyParticleHook dph:
if (_handlesByKey.TryRemove((entityId, dph.EmitterId), out var handleToDestroy))
_system.StopEmitter(handleToDestroy, fadeOut: false);
case DestroyParticleHook destroy:
DestroyLogical(entityId, destroy.EmitterId, fadeOut: false);
break;
case StopParticleHook sph:
if (_handlesByKey.TryGetValue((entityId, sph.EmitterId), out var handleToStop))
_system.StopEmitter(handleToStop, fadeOut: true);
case StopParticleHook stop:
DestroyLogical(entityId, stop.EmitterId, fadeOut: true);
break;
// DefaultScript / CallPES are routed by EntityEffectController.
// ParticleHookSink intentionally owns particles only.
}
}
public void SetEntityRenderPass(uint entityId, ParticleRenderPass renderPass)
=> _renderPassByEntity[entityId] = renderPass;
public void SetEntityRenderPass(uint entityId, ParticleRenderPass renderPass) =>
_renderPassByEntity[entityId] = renderPass;
public void SetEntityRotation(uint entityId, Quaternion rotation)
=> _rotationByEntity[entityId] = rotation;
public void ClearEntityRenderPass(uint entityId) =>
_renderPassByEntity.TryRemove(entityId, out _);
/// <summary>
/// Register per-part static transforms for an entity. The caller
/// (typically <c>EntityScriptActivator</c>) precomputes one
/// <see cref="Matrix4x4"/> per Setup part using
/// <c>SetupPartTransforms.Compute</c> and pushes them here at spawn
/// time. <see cref="SpawnFromHook"/> applies
/// <c>partTransforms[hook.PartIndex]</c> to the hook offset BEFORE
/// transforming to world space. Cleared on
/// <see cref="StopAllForEntity"/>.
/// Mirrors live cell membership without ending emitter lifetime. Retail
/// pauses the owner's particle manager while cell-less, then resumes the
/// same particles and logical IDs without catch-up emission on re-entry.
/// </summary>
public void SetEntityPartTransforms(uint entityId, IReadOnlyList<Matrix4x4> partTransforms)
=> _partTransformsByEntity[entityId] = partTransforms;
public void ClearEntityRenderPass(uint entityId)
=> _renderPassByEntity.TryRemove(entityId, out _);
/// <summary>
/// Refresh every live emitter on this entity to a new world anchor +
/// rotation. The owning subsystem (sky-PES driver, animation tick)
/// drives this each frame for AttachLocal emitters so they track their
/// moving parent — retail-faithful via
/// <c>ParticleEmitter::UpdateParticles</c> at <c>0x0051d2d4</c>, which
/// re-reads the parent frame each tick when <c>is_parent_local != 0</c>.
/// Safe to call for entities with no live emitters (no-op).
/// </summary>
public void UpdateEntityAnchor(uint entityId, Vector3 anchor, Quaternion rotation)
public void SetEntityPresentationVisible(uint entityId, bool visible)
{
_rotationByEntity[entityId] = rotation;
if (!_handlesByEntity.TryGetValue(entityId, out var bag))
return;
foreach (var handle in bag.Keys)
_system.UpdateEmitterAnchor(handle, anchor, rotation);
if (visible)
_hiddenPresentationOwners.TryRemove(entityId, out _);
else
_hiddenPresentationOwners[entityId] = 0;
// Withdrawal is immediate. Re-entry is enabled by the next pose
// refresh so an attached owner cannot flash for one frame at its old
// anchor before the composed child pose is published.
if (!visible && _handlesByEntity.TryGetValue(entityId, out var handles))
{
foreach (int handle in handles.Keys)
{
_system.SetEmitterPresentationVisible(handle, false);
_system.SetEmitterSimulationEnabled(handle, false);
}
}
}
/// <summary>
/// Refreshes every emitter from the current root/part pose. World-released
/// particles keep their stored emission origin; AttachLocal particles read
/// the refreshed anchor when the particle system advances.
/// </summary>
public void RefreshAttachedEmitters()
{
foreach ((int handle, EmitterBinding binding) in _bindingsByHandle)
{
bool presentationVisible =
!_hiddenPresentationOwners.ContainsKey(binding.OwnerLocalId);
if (TryResolveAnchor(binding.OwnerLocalId, binding.PartIndex,
binding.HookOffsetOrigin, out Vector3 anchor, out Quaternion rotation))
{
_system.UpdateEmitterAnchor(handle, anchor, rotation);
// Keep the anchor current while spatially paused; re-entry
// resumes at the authoritative pose without generating the
// absent interval's time- or distance-driven emissions.
_system.SetEmitterPresentationVisible(handle, presentationVisible);
_system.SetEmitterSimulationEnabled(handle, presentationVisible);
}
else
_system.SetEmitterPresentationVisible(handle, false);
}
}
public void StopAllForEntity(uint entityId, bool fadeOut)
{
if (_handlesByEntity.TryRemove(entityId, out var handles))
{
foreach (var handle in handles.Keys)
foreach (int handle in handles.Keys)
{
// A fading emitter needs its clock to retire naturally. A
// hard destroy is removed synchronously by ParticleSystem.
if (fadeOut)
_system.SetEmitterSimulationEnabled(handle, true);
_system.StopEmitter(handle, fadeOut);
_trackingByHandle.TryRemove(handle, out _);
_bindingsByHandle.TryRemove(handle, out _);
}
}
@ -194,61 +180,138 @@ public sealed class ParticleHookSink : IAnimationHookSink
if (key.EntityId == entityId)
_handlesByKey.TryRemove(key, out _);
}
ClearEntityRenderPass(entityId);
_rotationByEntity.TryRemove(entityId, out _);
_partTransformsByEntity.TryRemove(entityId, out _);
_hiddenPresentationOwners.TryRemove(entityId, out _);
}
private void DestroyLogical(uint ownerLocalId, uint logicalId, bool fadeOut)
{
if (logicalId == 0
|| !_handlesByKey.TryGetValue((ownerLocalId, logicalId), out int handle))
{
return;
}
// Retail StopParticleEmitter (0x0051B7B0) only marks the emitter as
// stopped; it remains in particle_table until its final particle dies.
// A blocking create with the same logical ID must therefore continue
// to see it. DestroyParticleEmitter (0x0051B770) removes it at once.
if (!fadeOut)
_handlesByKey.TryRemove((ownerLocalId, logicalId), out _);
if (fadeOut)
_system.SetEmitterSimulationEnabled(handle, true);
_system.StopEmitter(handle, fadeOut);
}
private void SpawnFromHook(
uint entityId,
Vector3 worldPos,
uint ownerLocalId,
uint emitterInfoId,
Vector3 offset,
Frame offset,
int partIndex,
uint logicalId)
uint logicalId,
bool isBlocking)
{
// Spawn position: entity pose + hook offset, with the hook
// offset first passed through the per-part transform when
// available (C.1.5b #56 fix). Without the per-part transform,
// every emitter in a multi-emitter PES script collapses to the
// entity root — visible symptom: ground-buried portal swirls.
var rotation = _rotationByEntity.TryGetValue(entityId, out var rot)
? rot
: Quaternion.Identity;
Vector3 partLocal = offset;
if (_partTransformsByEntity.TryGetValue(entityId, out var partTransforms)
&& partIndex >= 0
&& partIndex < partTransforms.Count)
if (logicalId != 0
&& _handlesByKey.TryGetValue((ownerLocalId, logicalId), out int existing))
{
partLocal = Vector3.Transform(offset, partTransforms[partIndex]);
if (isBlocking && _system.IsEmitterAlive(existing))
return;
_handlesByKey.TryRemove((ownerLocalId, logicalId), out _);
_system.StopEmitter(existing, fadeOut: false);
}
var anchor = worldPos + Vector3.Transform(partLocal, rotation);
var renderPass = _renderPassByEntity.TryGetValue(entityId, out var pass)
Vector3 offsetOrigin = offset?.Origin ?? Vector3.Zero;
Quaternion offsetOrientation = offset?.Orientation ?? Quaternion.Identity;
if (!TryResolveAnchor(ownerLocalId, partIndex, offsetOrigin,
out Vector3 anchor, out Quaternion rotation))
{
DiagnosticSink?.Invoke(
$"No live effect pose for owner 0x{ownerLocalId:X8}, part {partIndex}; " +
$"emitter 0x{emitterInfoId:X8} was not created.");
return;
}
ParticleRenderPass renderPass = _renderPassByEntity.TryGetValue(ownerLocalId, out var pass)
? pass
: ParticleRenderPass.Scene;
int handle = _system.SpawnEmitterById(
emitterId: emitterInfoId,
anchor: anchor,
rot: rotation,
attachedObjectId: entityId,
attachedPartIndex: partIndex,
renderPass: renderPass);
uint keyId = logicalId != 0
? logicalId
: 0x80000000u | (uint)Interlocked.Increment(ref _anonymousEmitterSerial);
if (logicalId != 0 && _handlesByKey.TryRemove((entityId, keyId), out var oldHandle))
if (!_system.TrySpawnEmitterById(
emitterInfoId,
anchor,
rotation,
ownerLocalId,
partIndex,
renderPass,
out int handle))
{
_system.StopEmitter(oldHandle, fadeOut: false);
_trackingByHandle.TryRemove(oldHandle, out _);
DiagnosticSink?.Invoke(
$"ParticleEmitterInfo 0x{emitterInfoId:X8} for owner " +
$"0x{ownerLocalId:X8} was not found; no fallback was created.");
return;
}
if (_hiddenPresentationOwners.ContainsKey(ownerLocalId))
{
_system.SetEmitterPresentationVisible(handle, false);
_system.SetEmitterSimulationEnabled(handle, false);
}
_handlesByKey[(entityId, keyId)] = handle;
var binding = new EmitterBinding(
ownerLocalId,
partIndex,
offsetOrigin,
offsetOrientation,
logicalId,
renderPass);
_bindingsByHandle[handle] = binding;
_handlesByEntity
.GetOrAdd(entityId, _ => new ConcurrentDictionary<int, byte>())
.GetOrAdd(ownerLocalId, _ => new ConcurrentDictionary<int, byte>())
.TryAdd(handle, 0);
_trackingByHandle[handle] = (entityId, keyId);
if (logicalId != 0)
_handlesByKey[(ownerLocalId, logicalId)] = handle;
}
private bool TryResolveAnchor(
uint ownerLocalId,
int partIndex,
Vector3 offsetOrigin,
out Vector3 anchor,
out Quaternion rotation)
{
if (!_poses.TryGetRootPose(ownerLocalId, out Matrix4x4 rootWorld))
{
anchor = default;
rotation = default;
return false;
}
Matrix4x4 ownerFrame = rootWorld;
if (partIndex != -1)
{
if (!_poses.TryGetPartPose(ownerLocalId, partIndex, out Matrix4x4 partLocal))
{
anchor = default;
rotation = default;
return false;
}
ownerFrame = partLocal * rootWorld;
}
anchor = Vector3.Transform(offsetOrigin, ownerFrame);
if (!Matrix4x4.Decompose(ownerFrame, out _, out rotation, out _))
{
anchor = default;
rotation = default;
return false;
}
rotation = Quaternion.Normalize(rotation);
return true;
}
private readonly record struct EmitterBinding(
uint OwnerLocalId,
int PartIndex,
Vector3 HookOffsetOrigin,
Quaternion HookOffsetOrientation,
uint LogicalId,
ParticleRenderPass RenderPass);
}

View file

@ -75,6 +75,31 @@ public sealed class ParticleSystem : IParticleSystem
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex, renderPass);
}
public bool TrySpawnEmitterById(
uint emitterId,
Vector3 anchor,
Quaternion? rot,
uint attachedObjectId,
int attachedPartIndex,
ParticleRenderPass renderPass,
out int handle)
{
if (!_registry.TryGet(emitterId, out EmitterDesc? desc))
{
handle = 0;
return false;
}
handle = SpawnEmitter(
desc,
anchor,
rot,
attachedObjectId,
attachedPartIndex,
renderPass);
return true;
}
public void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f)
{
// Full PhysicsScript scheduling lives in PhysicsScriptRunner.
@ -90,6 +115,12 @@ public sealed class ParticleSystem : IParticleSystem
{
for (int i = 0; i < em.Particles.Length; i++)
em.Particles[i].Alive = false;
// Retail DestroyParticleEmitter removes the table entry now; it
// does not wait for the next update. This is also required for a
// hard-stopped emitter whose cell-less simulation is paused.
_byHandle.Remove(handle);
_handleOrder.Remove(handle);
EmitterDied?.Invoke(handle);
}
}
@ -107,10 +138,50 @@ public sealed class ParticleSystem : IParticleSystem
if (!_byHandle.TryGetValue(handle, out var em))
return;
em.AnchorPos = anchor;
if (!em.SimulationEnabled)
em.LastEmitOffset = anchor;
if (rot.HasValue)
em.AnchorRot = rot.Value;
}
/// <summary>
/// Changes only render presentation. Logical lifetime is unaffected.
/// </summary>
public void SetEmitterPresentationVisible(int handle, bool visible)
{
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
emitter.PresentationVisible = visible;
}
/// <summary>
/// Applies retail's in-cell update gate without ending emitter ownership.
/// Retail retains absolute creation timestamps while cell-less; the next
/// update observes the elapsed wall-clock interval and expires old state.
/// Only acdream's legacy rate accumulator is rebased to prevent a synthetic
/// multi-particle catch-up burst that retail's one-shot emission path lacks.
/// </summary>
public void SetEmitterSimulationEnabled(int handle, bool enabled)
{
if (!_byHandle.TryGetValue(handle, out ParticleEmitter? emitter)
|| emitter.SimulationEnabled == enabled)
{
return;
}
if (!enabled)
{
emitter.SimulationEnabled = false;
return;
}
if (emitter.Desc.Birthrate <= 0f && emitter.Desc.EmitRate > 0f)
{
emitter.LastEmitTime = _time;
emitter.EmittedAccumulator = 0f;
}
emitter.SimulationEnabled = true;
}
/// <summary>True when the given handle still maps to a live emitter.</summary>
public bool IsEmitterAlive(int handle) => _byHandle.ContainsKey(handle);
@ -136,6 +207,8 @@ public sealed class ParticleSystem : IParticleSystem
int handle = _handleOrder[i];
if (!_byHandle.TryGetValue(handle, out var em))
continue;
if (!em.SimulationEnabled)
continue;
AdvanceEmitter(em);
int live = CountAlive(em);

View file

@ -180,6 +180,15 @@ public sealed class ParticleEmitter
public Vector3 AnchorPos { get; set; }
public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
public uint AttachedObjectId { get; set; }
/// <summary>
/// Spatial presentation latch. A cell-less owner submits no particles.
/// </summary>
public bool PresentationVisible { get; set; } = true;
/// <summary>
/// Retail cell-membership update gate. Paused emitters retain their exact
/// particles, logical identity, and elapsed-time position until re-entry.
/// </summary>
public bool SimulationEnabled { get; set; } = true;
public int AttachedPartIndex { get; set; } = -1;
public Particle[] Particles { get; init; } = null!;
public ParticleRenderPass RenderPass { get; init; }

View file

@ -30,6 +30,30 @@ public sealed class WorldEntity
/// </summary>
public required IReadOnlyList<MeshRef> MeshRefs { get; set; }
/// <summary>
/// Stable Setup-part-indexed poses used by attachment and effect hooks.
/// Unlike <see cref="MeshRefs"/>, this array never compacts around a DAT
/// part whose GfxObj could not be loaded. <see cref="IndexedPartAvailable"/>
/// distinguishes a real indexed part from a retained placeholder pose.
/// </summary>
public IReadOnlyList<Matrix4x4> IndexedPartTransforms { get; private set; } =
Array.Empty<Matrix4x4>();
public IReadOnlyList<bool> IndexedPartAvailable { get; private set; } =
Array.Empty<bool>();
public void SetIndexedPartPoses(
IReadOnlyList<Matrix4x4> transforms,
IReadOnlyList<bool> available)
{
ArgumentNullException.ThrowIfNull(transforms);
ArgumentNullException.ThrowIfNull(available);
if (transforms.Count != available.Count)
throw new ArgumentException("Indexed part pose and availability counts must match.");
IndexedPartTransforms = transforms;
IndexedPartAvailable = available;
}
/// <summary>
/// Optional per-entity palette override (server-specified base +
/// subpalette overlays). When non-null, applies to every palette-

View file

@ -0,0 +1,177 @@
using System.Numerics;
using AcDream.App.Rendering;
namespace AcDream.App.Tests.Rendering;
public sealed class AttachmentUpdateOrderTests
{
[Fact]
public void ReinsertedParentStillUpdatesBeforeGrandchild()
{
const uint parent = 10u;
const uint grandchild = 20u;
// Dictionary order models B being removed/re-added while C remained.
uint[] insertionOrder = [grandchild, parent];
var parents = new Dictionary<uint, uint?>
{
[grandchild] = parent,
[parent] = null,
};
var calls = new List<uint>();
var children = insertionOrder.ToDictionary(id => id, id => parents[id]);
new AttachmentUpdateOrder<uint?>().ForEachParentFirst(
children,
static parentId => parentId,
id =>
{
calls.Add(id);
return true;
});
Assert.Equal([parent, grandchild], calls);
}
[Fact]
public void FailedParentSuppressesAndReportsDescendantsAfterTraversal()
{
const uint parent = 10u;
const uint grandchild = 20u;
var children = new Dictionary<uint, uint?>
{
[grandchild] = parent,
[parent] = null,
};
var calls = new List<uint>();
IReadOnlyList<uint> failed = new AttachmentUpdateOrder<uint?>().ForEachParentFirst(
children,
static parentId => parentId,
id =>
{
calls.Add(id);
return id != parent;
});
Assert.Equal([parent], calls);
Assert.Equal([parent, grandchild], failed);
Assert.Equal(2, children.Count);
}
[Fact]
public void NestedDrawableUsesImmediateParentsComposedWorldRoot()
{
Quaternion turn = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
Matrix4x4 parentWorld = Matrix4x4.CreateFromQuaternion(turn)
* Matrix4x4.CreateTranslation(100f, 0f, 0f);
var child = new AcDream.Core.World.WorldEntity
{
Id = 3u,
SourceGfxObjOrSetupId = 0x02000003u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
MeshRefs =
[
new AcDream.Core.World.MeshRef(
0x01000003u,
Matrix4x4.CreateTranslation(2f, 0f, 0f)),
],
};
Assert.True(EquippedChildRenderController.ApplyParentWorldPose(child, parentWorld));
Matrix4x4 installedRoot = Matrix4x4.CreateFromQuaternion(child.Rotation)
* Matrix4x4.CreateTranslation(child.Position);
Vector3 renderedOrigin = Vector3.Transform(
Vector3.Zero,
child.MeshRefs[0].PartTransform * installedRoot);
Assert.Equal(new Vector3(100f, 2f, 0f), renderedOrigin, new Vector3ToleranceComparer());
}
[Fact]
public void AncestorTeardownCollectsEntireAttachmentSubtreePostOrder()
{
var children = new Dictionary<uint, uint?>
{
[20u] = 10u,
[30u] = 20u,
};
var order = new AttachmentUpdateOrder<uint?>().CollectSubtreePostOrder(
children,
10u,
static parentId => parentId);
Assert.Equal([30u, 20u, 10u], order);
}
[Fact]
public void PoseRecoveryRealizesCompleteDescendantChainParentFirst()
{
var waitingByParent = new Dictionary<uint, IReadOnlyList<uint>>
{
[10u] = [20u],
[20u] = [30u],
};
var realized = new List<uint>();
new AttachmentUpdateOrder<uint?>().RealizeDescendants(
10u,
parent => waitingByParent.TryGetValue(parent, out var waiting)
? waiting
: Array.Empty<uint>(),
child =>
{
realized.Add(child);
return true;
});
Assert.Equal([20u, 30u], realized);
}
[Fact]
public void PoseRecoveryDoesNotTraverseThroughUnrealizedIntermediateParent()
{
var waitingByParent = new Dictionary<uint, IReadOnlyList<uint>>
{
[10u] = [20u],
[20u] = [30u],
};
var attempted = new List<uint>();
new AttachmentUpdateOrder<uint?>().RealizeDescendants(
10u,
parent => waitingByParent.TryGetValue(parent, out var waiting)
? waiting
: Array.Empty<uint>(),
child =>
{
attempted.Add(child);
return false;
});
Assert.Equal([20u], attempted);
}
[Fact]
public void DrawableRootRejectsVisualScaleInRigidPoseChannel()
{
var child = new AcDream.Core.World.WorldEntity
{
Id = 4u,
SourceGfxObjOrSetupId = 0x02000004u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<AcDream.Core.World.MeshRef>(),
};
Assert.False(EquippedChildRenderController.ApplyParentWorldPose(
child,
Matrix4x4.CreateScale(2f) * Matrix4x4.CreateTranslation(10, 0, 0)));
}
private sealed class Vector3ToleranceComparer : IEqualityComparer<Vector3>
{
public bool Equals(Vector3 x, Vector3 y) => Vector3.DistanceSquared(x, y) < 1e-8f;
public int GetHashCode(Vector3 obj) => obj.GetHashCode();
}
}

View file

@ -24,7 +24,8 @@ public sealed class LiveAppearanceAnimationTests
HighFrame = 9,
Framerate = 30f,
Scale = 1f,
PartTemplate = [(0x01000001u, null)],
PartTemplate = [new GameWindow.AnimatedPartTemplate(0x01000001u, null, true)],
PartAvailability = [true],
CurrFrame = 6.5f,
Sequencer = sequencer,
};
@ -36,7 +37,15 @@ public sealed class LiveAppearanceAnimationTests
oldEntity.ApplyAppearance(dressedParts, paletteOverride: null, partOverrides: []);
GameWindow.RebindAnimatedEntityForAppearance(
state, oldEntity, setup, 1.25f, dressedParts);
state,
oldEntity,
setup,
1.25f,
[
new GameWindow.AnimatedPartTemplate(0x01000002u, null, true),
new GameWindow.AnimatedPartTemplate(0x01000003u, null, true),
],
[true, true]);
Assert.Same(oldEntity, state.Entity);
Assert.Same(dressedParts, state.Entity.MeshRefs);

View file

@ -70,6 +70,7 @@ public sealed class EntityEffectControllerTests
new PhysicsScriptTableResolver(
tableLoader
?? (id => _tables.TryGetValue(id, out PhysicsScriptTable? table) ? table : null)),
Poses,
childAtPart,
parentOfAttachedChild,
ownerUnregistered,
@ -88,6 +89,7 @@ public sealed class EntityEffectControllerTests
public AnimationHookRouter Router { get; } = new();
public PhysicsScriptRunner Runner { get; }
public EntityEffectController Controller { get; }
public EntityEffectPoseRegistry Poses { get; } = new();
public void AddScript(uint did, uint emitterId, double startTime = 0.0)
{
@ -246,7 +248,7 @@ public sealed class EntityEffectControllerTests
0x0202FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
fixture.Controller.RefreshLiveOwnerAnchors();
fixture.Controller.RefreshLiveOwnerPoses();
fixture.Runner.Tick(0.0);
Assert.Equal(0, fixture.Controller.PendingPacketCount);
@ -549,6 +551,34 @@ public sealed class EntityEffectControllerTests
Assert.False(fixture.Controller.PlayDefault(childLocalId));
}
[Fact]
public void RefreshLiveOwnerPoses_PreservesComposedAttachedRootAndUsesItAsScriptAnchor()
{
const uint childGuid = 0x70000002u;
var fixture = new Fixture();
WorldEntity child = fixture.ReadyLive(childGuid);
WorldSession.EntitySpawn spawn = Spawn(childGuid, generation: 1);
fixture.Runtime.MaterializeLiveEntity(
childGuid,
spawn.Position!.Value.LandblockId,
_ => throw new InvalidOperationException("existing projection must be reused"),
LiveEntityProjectionKind.Attached);
Matrix4x4 attachedRoot = Matrix4x4.CreateTranslation(7, 8, 9);
fixture.Poses.Publish(
child.Id,
attachedRoot,
Array.Empty<Matrix4x4>(),
spawn.Position.Value.LandblockId);
fixture.Controller.RefreshLiveOwnerPoses();
fixture.Controller.HandleDirect(new PlayPhysicsScript(childGuid, DirectDid));
fixture.Runner.Tick(0.0);
Assert.True(fixture.Poses.TryGetRootPose(child.Id, out Matrix4x4 retained));
Assert.Equal(new Vector3(7, 8, 9), retained.Translation);
Assert.Equal(new Vector3(7, 8, 9), Assert.Single(fixture.Sink.Calls).Position);
}
[Fact]
public void MissingDirectScriptReportsOwnerAndDid()
{
@ -627,7 +657,7 @@ public sealed class EntityEffectControllerTests
}
[Fact]
public void RefreshLiveOwnerAnchorsUsesCurrentWorldPositionAtDispatch()
public void RefreshLiveOwnerPosesUsesCurrentWorldPositionAtDispatch()
{
var fixture = new Fixture();
fixture.AddScript(DirectDid, 1u, startTime: 1.0);
@ -635,7 +665,7 @@ public sealed class EntityEffectControllerTests
fixture.Controller.HandleDirect(new PlayPhysicsScript(Guid, DirectDid));
entity.SetPosition(new Vector3(10, 20, 30));
fixture.Controller.RefreshLiveOwnerAnchors();
fixture.Controller.RefreshLiveOwnerPoses();
fixture.Runner.Tick(1.0);
Assert.Equal(new Vector3(10, 20, 30), Assert.Single(fixture.Sink.Calls).Position);

View file

@ -0,0 +1,166 @@
using System.Numerics;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.Tests.Rendering.Vfx;
public sealed class EntityEffectPoseRegistryTests
{
[Fact]
public void Publish_PreservesIndexedParts_AndUpdateRootDoesNotReplaceThem()
{
var poses = new EntityEffectPoseRegistry();
WorldEntity entity = Entity(7u, new Vector3(1, 2, 3));
poses.Publish(entity, new[]
{
Matrix4x4.Identity,
Matrix4x4.CreateTranslation(0, 0, 4),
});
entity.SetPosition(new Vector3(10, 20, 30));
Assert.True(poses.UpdateRoot(entity));
Assert.True(poses.TryGetRootPose(7u, out Matrix4x4 root));
Assert.Equal(new Vector3(10, 20, 30), root.Translation);
Assert.True(poses.TryGetPartPose(7u, 1, out Matrix4x4 part));
Assert.Equal(new Vector3(0, 0, 4), part.Translation);
Assert.False(poses.TryGetPartPose(7u, -1, out _));
}
[Fact]
public void PublishMeshRefs_ReplacesPartSnapshotImmediately()
{
var poses = new EntityEffectPoseRegistry();
WorldEntity entity = Entity(8u, Vector3.Zero);
poses.Publish(entity, new[] { Matrix4x4.Identity });
entity.MeshRefs = new[]
{
new MeshRef(0x01000001u, Matrix4x4.CreateTranslation(1, 2, 3)),
new MeshRef(0x01000002u, Matrix4x4.CreateTranslation(4, 5, 6)),
};
poses.PublishMeshRefs(entity);
Assert.True(poses.TryGetPartPoses(8u, out var parts));
Assert.Equal(2, parts.Count);
Assert.Equal(new Vector3(4, 5, 6), parts[1].Translation);
}
[Fact]
public void Publish_MissingMiddlePartRetainsIndicesButCannotBeResolved()
{
var poses = new EntityEffectPoseRegistry();
WorldEntity entity = Entity(81u, Vector3.Zero);
poses.Publish(
entity,
[
Matrix4x4.CreateTranslation(1, 0, 0),
Matrix4x4.CreateTranslation(2, 0, 0),
Matrix4x4.CreateTranslation(3, 0, 0),
],
[true, false, true]);
Assert.False(poses.TryGetPartPose(81u, 1, out _));
Assert.True(poses.TryGetPartPose(81u, 2, out Matrix4x4 third));
Assert.Equal(3f, third.Translation.X);
}
[Fact]
public void PublishMeshRefs_PrefersStableIndexedEntityPosesOverCompactedDrawables()
{
var poses = new EntityEffectPoseRegistry();
WorldEntity entity = Entity(82u, Vector3.Zero);
entity.MeshRefs =
[
new MeshRef(1u, Matrix4x4.CreateTranslation(1, 0, 0)),
new MeshRef(3u, Matrix4x4.CreateTranslation(3, 0, 0)),
];
entity.SetIndexedPartPoses(
[
Matrix4x4.CreateTranslation(1, 0, 0),
Matrix4x4.CreateTranslation(2, 0, 0),
Matrix4x4.CreateTranslation(3, 0, 0),
],
[true, false, true]);
poses.PublishMeshRefs(entity);
Assert.False(poses.TryGetPartPose(82u, 1, out _));
Assert.True(poses.TryGetPartPose(82u, 2, out Matrix4x4 third));
Assert.Equal(3f, third.Translation.X);
}
[Fact]
public void AnimationHookQueue_DrainsAgainstPosePublishedAfterCapture()
{
var poses = new EntityEffectPoseRegistry();
WorldEntity entity = Entity(9u, Vector3.Zero);
poses.Publish(entity, Array.Empty<Matrix4x4>());
var router = new AnimationHookRouter();
var sink = new RecordingSink();
router.Register(sink);
var queue = new AnimationHookFrameQueue(router, poses);
var sequencer = new AnimationSequencer(
new Setup(),
new MotionTable(),
new NullAnimationLoader());
queue.Capture(9u, sequencer, new AnimationHook[] { new SoundHook() });
entity.SetPosition(new Vector3(4, 5, 6));
poses.UpdateRoot(entity);
queue.Drain();
Assert.Single(sink.Calls);
Assert.Equal(new Vector3(4, 5, 6), sink.Calls[0].Position);
Assert.Equal(0, queue.Count);
}
[Fact]
public void AnimationHookQueue_CompletesMotionStateEvenWhenPoseWasRemoved()
{
var poses = new EntityEffectPoseRegistry();
var queue = new AnimationHookFrameQueue(new AnimationHookRouter(), poses);
var sequencer = new AnimationSequencer(
new Setup(),
new MotionTable(),
new NullAnimationLoader());
sequencer.Manager.AddToQueue(0x10000001u, ticks: 1u);
queue.Capture(
11u,
sequencer,
new AnimationHook[] { new AnimationDoneHook() });
queue.Drain();
Assert.Empty(sequencer.Manager.PendingAnimations);
Assert.Equal(0, queue.Count);
}
private static WorldEntity Entity(uint id, Vector3 position) => new()
{
Id = id,
ServerGuid = id,
SourceGfxObjOrSetupId = 0x02000001u,
Position = position,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = 0x01010001u,
};
private sealed class RecordingSink : IAnimationHookSink
{
public List<(uint Id, Vector3 Position)> Calls { get; } = new();
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook) =>
Calls.Add((entityId, entityWorldPosition));
}
private sealed class NullAnimationLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint animationId) => null;
}
}

View file

@ -43,6 +43,7 @@ public sealed class EntityScriptActivatorTests
private record Pipeline(
ParticleSystem System,
ParticleHookSink Sink,
EntityEffectPoseRegistry Poses,
PhysicsScriptRunner Runner,
RecordingSink Recording);
@ -50,14 +51,15 @@ public sealed class EntityScriptActivatorTests
{
var registry = new EmitterDescRegistry();
var system = new ParticleSystem(registry);
var hookSink = new ParticleHookSink(system); // for activator's StopAllForEntity
var poses = new EntityEffectPoseRegistry();
var hookSink = new ParticleHookSink(system, poses); // for activator's StopAllForEntity
var recording = new RecordingSink(); // for runner's hook dispatch
var table = new Dictionary<uint, DatPhysicsScript>();
foreach (var (id, s) in scripts) table[id] = s;
var runner = new PhysicsScriptRunner(
id => table.TryGetValue(id, out var s) ? s : null,
recording);
return new Pipeline(system, hookSink, runner, recording);
return new Pipeline(system, hookSink, poses, runner, recording);
}
/// <summary>
@ -74,7 +76,7 @@ public sealed class EntityScriptActivatorTests
{
var p = BuildPipeline(
(0xAAu, BuildScript((0.0, new CreateParticleHook { EmitterInfoId = 100 }))));
var activator = new EntityScriptActivator(p.Runner, p.Sink, StaticResolver(0xAAu));
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, StaticResolver(0xAAu));
var entity = MakeEntity(serverGuid: 0xCAFEu, position: new Vector3(1, 2, 3));
activator.OnCreate(entity);
@ -90,7 +92,7 @@ public sealed class EntityScriptActivatorTests
public void OnCreate_WithoutDefaultScript_DoesNothing()
{
var p = BuildPipeline(); // no scripts registered
var activator = new EntityScriptActivator(p.Runner, p.Sink, _ => null);
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, _ => null);
var entity = MakeEntity(serverGuid: 0xCAFEu, position: Vector3.Zero);
activator.OnCreate(entity);
@ -125,11 +127,11 @@ public sealed class EntityScriptActivatorTests
};
[Fact]
public void OnCreate_SetsEntityRotationForHookOffsetTransform()
public void OnCreate_PublishesEntityRotationForHookOffsetTransform()
{
// The CreateParticleHook's Offset is in entity-local frame; the sink
// needs the entity's rotation to transform it to world space. If the
// activator forgets SetEntityRotation, the offset goes off in world
// reads the published entity root to transform it to world space. If
// the activator omits that pose, the offset goes off in world
// axes — visual symptom: portal swirls misaligned to the portal stone.
// This test verifies the seed happens by checking the spawned particle's
// world position matches the rotated offset, not the unrotated offset.
@ -138,7 +140,8 @@ public sealed class EntityScriptActivatorTests
registry.Register(BuildPersistentEmitterDesc());
var system = new ParticleSystem(registry);
var hookSink = new ParticleHookSink(system);
var poses = new EntityEffectPoseRegistry();
var hookSink = new ParticleHookSink(system, poses);
// Hook offset = (1, 0, 0) in entity-local frame.
var hookOffset = new Frame
@ -147,13 +150,18 @@ public sealed class EntityScriptActivatorTests
Orientation = Quaternion.Identity,
};
var script = BuildScript(
(0.0, new CreateParticleHook { EmitterInfoId = 100u, Offset = hookOffset }));
(0.0, new CreateParticleHook
{
EmitterInfoId = 100u,
Offset = hookOffset,
PartIndex = uint.MaxValue,
}));
var table = new Dictionary<uint, DatPhysicsScript> { [0xAAu] = script };
var runner = new PhysicsScriptRunner(
id => table.TryGetValue(id, out var s) ? s : null,
hookSink);
var activator = new EntityScriptActivator(runner, hookSink, StaticResolver(0xAAu));
var activator = new EntityScriptActivator(runner, hookSink, poses, StaticResolver(0xAAu));
// Entity rotated 90° around world-Z (yaw left); local +X maps to world +Y.
var entityRotation = Quaternion.CreateFromAxisAngle(
@ -193,15 +201,21 @@ public sealed class EntityScriptActivatorTests
registry.Register(BuildPersistentEmitterDesc());
var system = new ParticleSystem(registry);
var hookSink = new ParticleHookSink(system);
var poses = new EntityEffectPoseRegistry();
var hookSink = new ParticleHookSink(system, poses);
var script = BuildScript((0.0, new CreateParticleHook { EmitterInfoId = 100u, Offset = new Frame() }));
var script = BuildScript((0.0, new CreateParticleHook
{
EmitterInfoId = 100u,
Offset = new Frame(),
PartIndex = uint.MaxValue,
}));
var table = new Dictionary<uint, DatPhysicsScript> { [0xAAu] = script };
var runner = new PhysicsScriptRunner(
id => table.TryGetValue(id, out var s) ? s : null,
hookSink); // runner dispatches into real sink, not RecordingSink
var activator = new EntityScriptActivator(runner, hookSink, StaticResolver(0xAAu));
var activator = new EntityScriptActivator(runner, hookSink, poses, StaticResolver(0xAAu));
var entity = MakeEntity(serverGuid: 0xCAFEu, position: Vector3.Zero);
activator.OnCreate(entity);
@ -226,7 +240,7 @@ public sealed class EntityScriptActivatorTests
// OnCreate must use entity.Id as the key (not skip).
var p = BuildPipeline(
(0xAAu, BuildScript((0.0, new CreateParticleHook { EmitterInfoId = 100 }))));
var activator = new EntityScriptActivator(p.Runner, p.Sink, StaticResolver(0xAAu));
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, StaticResolver(0xAAu));
var entity = new WorldEntity
{
Id = 0x40A9B401u, // dat-hydrated interior id
@ -251,7 +265,7 @@ public sealed class EntityScriptActivatorTests
{
var p = BuildPipeline(
(0xAAu, BuildScript((1.0, new CreateParticleHook { EmitterInfoId = 100 }))));
var activator = new EntityScriptActivator(p.Runner, p.Sink, StaticResolver(0xAAu));
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, StaticResolver(0xAAu));
WorldEntity first = MakeDatStatic(0x80A9B400u, new Vector3(1, 0, 0));
WorldEntity second = MakeDatStatic(0x80A9B400u, new Vector3(2, 0, 0));
@ -268,7 +282,7 @@ public sealed class EntityScriptActivatorTests
public void LiveParticleFilterUsesCanonicalLocalEffectOwnerNotServerGuid()
{
var p = BuildPipeline();
var activator = new EntityScriptActivator(p.Runner, p.Sink, _ => null);
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, _ => null);
var entity = new WorldEntity
{
Id = 1_000_123u,
@ -285,6 +299,34 @@ public sealed class EntityScriptActivatorTests
Assert.NotEqual(entity.ServerGuid, GameWindow.ParticleEntityKey(entity));
}
[Fact]
public void RemovingLiveOwner_DoesNotClearIndependentDatStaticPose()
{
var p = BuildPipeline();
var activator = new EntityScriptActivator(
p.Runner,
p.Sink,
p.Poses,
StaticResolver(0));
WorldEntity datStatic = MakeDatStatic(0x40A9B410u, Vector3.One);
var live = new WorldEntity
{
Id = 1_000_410u,
ServerGuid = 0x70000410u,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(2, 2, 2),
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
activator.OnCreate(datStatic);
activator.OnCreate(live);
activator.OnRemove(live);
Assert.True(p.Poses.TryGetRootPose(datStatic.Id, out _));
Assert.False(p.Poses.TryGetRootPose(live.Id, out _));
}
[Fact]
public void OnCreate_PassesPartTransformsToSink()
{
@ -295,7 +337,8 @@ public sealed class EntityScriptActivatorTests
var registry = new EmitterDescRegistry();
registry.Register(BuildPersistentEmitterDesc());
var system = new ParticleSystem(registry);
var hookSink = new ParticleHookSink(system);
var poses = new EntityEffectPoseRegistry();
var hookSink = new ParticleHookSink(system, poses);
var hookOffset = new Frame { Origin = new Vector3(1f, 0, 0), Orientation = Quaternion.Identity };
var script = BuildScript(
@ -311,7 +354,7 @@ public sealed class EntityScriptActivatorTests
Matrix4x4.CreateTranslation(0f, 0f, 1f),
};
var activator = new EntityScriptActivator(runner, hookSink,
var activator = new EntityScriptActivator(runner, hookSink, poses,
_ => new ScriptActivationInfo(0xAAu, partTransforms));
var entity = MakeEntity(serverGuid: 0xCAFEu, position: Vector3.Zero);
@ -335,15 +378,21 @@ public sealed class EntityScriptActivatorTests
var registry = new EmitterDescRegistry();
registry.Register(BuildPersistentEmitterDesc());
var system = new ParticleSystem(registry);
var hookSink = new ParticleHookSink(system);
var poses = new EntityEffectPoseRegistry();
var hookSink = new ParticleHookSink(system, poses);
var script = BuildScript((0.0, new CreateParticleHook { EmitterInfoId = 100u, Offset = new Frame() }));
var script = BuildScript((0.0, new CreateParticleHook
{
EmitterInfoId = 100u,
Offset = new Frame(),
PartIndex = uint.MaxValue,
}));
var table = new Dictionary<uint, DatPhysicsScript> { [0xAAu] = script };
var runner = new PhysicsScriptRunner(
id => table.TryGetValue(id, out var s) ? s : null,
hookSink);
var activator = new EntityScriptActivator(runner, hookSink, StaticResolver(0xAAu));
var activator = new EntityScriptActivator(runner, hookSink, poses, StaticResolver(0xAAu));
var entity = new WorldEntity
{
Id = 0x40A9B402u,

View file

@ -0,0 +1,36 @@
using System.Numerics;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Tests.Rendering.Vfx;
public sealed class IndexedSetupPartPoseBuilderTests
{
[Fact]
public void Build_DoesNotCollapseMissingMiddleDrawable()
{
var setup = new Setup
{
Parts = { 0x01000001u, 0x01000002u, 0x01000003u },
};
var entity = new WorldEntity
{
Id = 7u,
SourceGfxObjOrSetupId = 0x02000001u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
MeshRefs =
[
new MeshRef(0x01000001u, Matrix4x4.CreateTranslation(1, 0, 0)),
new MeshRef(0x01000003u, Matrix4x4.CreateTranslation(3, 0, 0)),
],
};
var indexed = IndexedSetupPartPoseBuilder.Build(setup, entity);
Assert.Equal([true, false, true], indexed.Available);
Assert.Equal(Matrix4x4.Identity, indexed.Poses[0]);
Assert.Equal(Matrix4x4.Identity, indexed.Poses[2]);
}
}

View file

@ -0,0 +1,244 @@
using System.Numerics;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Core.Lighting;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.Tests.Rendering.Vfx;
public sealed class LiveEntityLightControllerTests
{
[Fact]
public void Refresh_FollowsCurrentTopLevelRootAndCell()
{
var fixture = new Fixture();
WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
LightSource light = Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
entity.SetPosition(new Vector3(20, 30, 40));
entity.ParentCellId = 0x01010002u;
Assert.True(fixture.Poses.UpdateRoot(entity));
fixture.Controller.Refresh();
Assert.Equal(new Vector3(21, 30, 40), light.WorldPosition);
Assert.Equal(0x01010002u, light.CellId);
Assert.True(light.IsDynamic);
}
[Fact]
public void Register_AttachedOwnerPreservesComposedChildRoot()
{
var fixture = new Fixture();
WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.Attached);
fixture.Poses.Publish(
entity.Id,
Matrix4x4.CreateTranslation(50, 60, 70),
Array.Empty<Matrix4x4>(),
0x01010001u);
fixture.Controller.OnAttachedPoseReady(Fixture.Guid);
fixture.Controller.Refresh();
LightSource light = Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
Assert.Equal(new Vector3(51, 60, 70), light.WorldPosition);
}
[Fact]
public void AuthoritativeLightingTransitions_DestroyAndRecreateSetupLights()
{
var fixture = new Fixture();
WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
Assert.Equal(1, fixture.Lights.RegisteredCount);
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(
Fixture.Guid,
(uint)PhysicsStateFlags.ReportCollisions,
1,
2),
out _));
fixture.Controller.OnStateChanged(Fixture.Guid);
Assert.Equal(0, fixture.Lights.RegisteredCount);
Assert.True(fixture.Runtime.TryApplyState(
new SetState.Parsed(
Fixture.Guid,
(uint)(PhysicsStateFlags.ReportCollisions | PhysicsStateFlags.Lighting),
1,
3),
out _));
fixture.Controller.OnStateChanged(Fixture.Guid);
Assert.Equal(1, fixture.Lights.RegisteredCount);
Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
}
[Fact]
public void SetLightHookStateSurvivesProjectionWithdrawal()
{
var fixture = new Fixture();
WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
fixture.Sink.OnHook(
entity.Id,
entity.Position,
new SetLightHook { LightsOn = false });
Assert.Equal(0, fixture.Lights.RegisteredCount);
fixture.Controller.Unregister(entity.Id);
Assert.False(fixture.Controller.Register(Fixture.Guid));
Assert.Equal(0, fixture.Lights.RegisteredCount);
}
[Fact]
public void LoadedPendingLoadedTransitionsOwnLightPresentationExactlyOnce()
{
var fixture = new Fixture();
fixture.Materialize(LiveEntityProjectionKind.World);
Assert.Equal(1, fixture.Lights.RegisteredCount);
fixture.Spatial.RemoveLandblock(0x0101FFFFu);
Assert.Equal(0, fixture.Lights.RegisteredCount);
fixture.Spatial.AddLandblock(new LoadedLandblock(
0x0101FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
Assert.Equal(1, fixture.Lights.RegisteredCount);
}
[Fact]
public void InitialVisibleProjectionLoadsSetupLightsOnce()
{
var fixture = new Fixture();
fixture.Materialize(LiveEntityProjectionKind.World);
Assert.Equal(1, fixture.SetupLoadCount);
Assert.Equal(1, fixture.Lights.RegisteredCount);
}
[Fact]
public void LoadedToLoadedRebucketDoesNotRecreateLightPresentation()
{
var fixture = new Fixture();
fixture.Spatial.AddLandblock(new LoadedLandblock(
0x0202FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
fixture.Materialize(LiveEntityProjectionKind.World);
Assert.Equal(1, fixture.SetupLoadCount);
Assert.True(fixture.Runtime.RebucketLiveEntity(Fixture.Guid, 0x02020001u));
Assert.Equal(1, fixture.SetupLoadCount);
Assert.Equal(1, fixture.Lights.RegisteredCount);
}
private sealed class Fixture
{
public const uint Guid = 0x70000001u;
private readonly Setup _setup = BuildSetup();
public Fixture()
{
Spatial.AddLandblock(new LoadedLandblock(
0x0101FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
Runtime = new LiveEntityRuntime(Spatial, new NoopResources(), _ => { });
Sink = new LightingHookSink(Lights, Poses);
Controller = new LiveEntityLightController(
Runtime,
Poses,
Sink,
setupId =>
{
SetupLoadCount++;
return setupId == 0x02000001u ? _setup : null;
});
}
public GpuWorldState Spatial { get; } = new();
public LiveEntityRuntime Runtime { get; }
public EntityEffectPoseRegistry Poses { get; } = new();
public LightManager Lights { get; } = new();
public LightingHookSink Sink { get; }
public LiveEntityLightController Controller { get; }
public int SetupLoadCount { get; private set; }
public WorldEntity Materialize(LiveEntityProjectionKind kind)
{
WorldSession.EntitySpawn spawn = Spawn();
Runtime.RegisterLiveEntity(spawn);
WorldEntity entity = Runtime.MaterializeLiveEntity(
Guid,
spawn.Position!.Value.LandblockId,
id => new WorldEntity
{
Id = id,
ServerGuid = Guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = new Vector3(10, 10, 5),
Rotation = Quaternion.Identity,
ParentCellId = 0x01010001u,
MeshRefs = Array.Empty<MeshRef>(),
},
kind)!;
Poses.PublishMeshRefs(entity);
return entity;
}
private static Setup BuildSetup()
{
var setup = new Setup();
setup.Lights[0] = new LightInfo
{
ViewSpaceLocation = new Frame
{
Origin = Vector3.UnitX,
Orientation = Quaternion.Identity,
},
Color = new ColorARGB { Red = 255, Green = 255, Blue = 255, Alpha = 255 },
Intensity = 1f,
Falloff = 8f,
};
return setup;
}
private static WorldSession.EntitySpawn Spawn()
{
var position = new CreateObject.ServerPosition(
0x01010001u, 10f, 10f, 5f, 1f, 0f, 0f, 0f);
return new WorldSession.EntitySpawn(
Guid,
position,
0x02000001u,
Array.Empty<CreateObject.AnimPartChange>(),
Array.Empty<CreateObject.TextureChange>(),
Array.Empty<CreateObject.SubPaletteSwap>(),
null,
null,
"fixture",
null,
null,
null,
PhysicsState: (uint)(PhysicsStateFlags.ReportCollisions | PhysicsStateFlags.Lighting),
InstanceSequence: 1,
MovementSequence: 1,
ServerControlSequence: 1,
PositionSequence: 1);
}
}
private sealed class NoopResources : ILiveEntityResourceLifecycle
{
public void Register(WorldEntity entity) { }
public void Unregister(WorldEntity entity) { }
}
}

View file

@ -49,10 +49,11 @@ public sealed class GpuWorldStateActivatorTests
var registry = new EmitterDescRegistry();
var system = new ParticleSystem(registry);
var sink = new ParticleHookSink(system);
var poses = new EntityEffectPoseRegistry();
var sink = new ParticleHookSink(system, poses);
var recording = new RecordingSink();
var runner = new PhysicsScriptRunner(id => table.TryGetValue(id, out var s) ? s : null, recording);
var activator = new EntityScriptActivator(runner, sink,
var activator = new EntityScriptActivator(runner, sink, poses,
_ => new ScriptActivationInfo(scriptId, Array.Empty<Matrix4x4>()));
var state = new GpuWorldState(entityScriptActivator: activator);

View file

@ -1,5 +1,6 @@
using System.Numerics;
using AcDream.Core.Lighting;
using AcDream.Core.Vfx;
using DatReaderWriter.Types;
using Xunit;
@ -11,7 +12,7 @@ public sealed class LightingHookSinkTests
public void SetLightHook_FlipsOwnedLights()
{
var mgr = new LightManager();
var sink = new LightingHookSink(mgr);
var sink = new LightingHookSink(mgr, new MutablePoseSource());
var light1 = new LightSource { Kind = LightKind.Point, OwnerId = 42, IsLit = true };
var light2 = new LightSource { Kind = LightKind.Point, OwnerId = 42, IsLit = true };
@ -32,7 +33,7 @@ public sealed class LightingHookSinkTests
public void UnregisterOwner_RemovesAllOwnedLights()
{
var mgr = new LightManager();
var sink = new LightingHookSink(mgr);
var sink = new LightingHookSink(mgr, new MutablePoseSource());
sink.RegisterOwnedLight(new LightSource { OwnerId = 7 });
sink.RegisterOwnedLight(new LightSource { OwnerId = 7 });
@ -46,7 +47,7 @@ public sealed class LightingHookSinkTests
public void UnrelatedHook_Ignored()
{
var mgr = new LightManager();
var sink = new LightingHookSink(mgr);
var sink = new LightingHookSink(mgr, new MutablePoseSource());
var light = new LightSource { OwnerId = 1, IsLit = true };
sink.RegisterOwnedLight(light);
@ -56,6 +57,69 @@ public sealed class LightingHookSinkTests
Assert.True(light.IsLit);
}
[Fact]
public void RefreshAttachedLights_ComposesLocalFrameWithCurrentRootAndCell()
{
var mgr = new LightManager();
var poses = new MutablePoseSource();
poses.Publish(42u,
Matrix4x4.CreateRotationZ(MathF.PI / 2f)
* Matrix4x4.CreateTranslation(10, 20, 30),
cellId: 0x01010002u);
var sink = new LightingHookSink(mgr, poses);
var light = new LightSource
{
OwnerId = 42u,
LocalPose = Matrix4x4.CreateTranslation(1, 0, 2),
TracksOwnerPose = true,
};
sink.RegisterOwnedLight(light);
sink.RefreshAttachedLights();
Assert.InRange(light.WorldPosition.X, 9.99f, 10.01f);
Assert.InRange(light.WorldPosition.Y, 20.99f, 21.01f);
Assert.InRange(light.WorldPosition.Z, 31.99f, 32.01f);
Assert.Equal(0x01010002u, light.CellId);
}
[Fact]
public void RefreshAttachedLights_DoesNotRecomposeDatStaticLight()
{
var mgr = new LightManager();
var poses = new MutablePoseSource();
poses.Publish(42u, Matrix4x4.CreateTranslation(100, 0, 0));
var sink = new LightingHookSink(mgr, poses);
var light = new LightSource
{
OwnerId = 42u,
WorldPosition = new Vector3(7, 8, 9),
LocalPose = Matrix4x4.CreateTranslation(1, 0, 0),
TracksOwnerPose = false,
};
sink.RegisterOwnedLight(light);
sink.RefreshAttachedLights();
Assert.Equal(new Vector3(7, 8, 9), light.WorldPosition);
Assert.Equal(0, poses.RootPoseQueryCount);
}
[Fact]
public void UnregisterPresentation_PreservesSetLightStateForReregistration()
{
var mgr = new LightManager();
var sink = new LightingHookSink(mgr, new MutablePoseSource());
sink.InitializeOwnerLighting(7u, enabled: true);
sink.SetOwnerLighting(7u, enabled: false);
sink.UnregisterOwner(7u, forgetState: false);
var replacement = new LightSource { OwnerId = 7u };
sink.RegisterOwnedLight(replacement);
Assert.False(replacement.IsLit);
}
}
public sealed class LightInfoLoaderTests
@ -96,9 +160,33 @@ public sealed class LightInfoLoaderTests
Assert.Equal(10.4f, light.Range, 3); // Falloff 8 × static_light_factor 1.3 (calc_point_light 0x00820e24)
Assert.Equal(0.8f, light.Intensity);
Assert.Equal(new Vector3(101, 202, 303), light.WorldPosition);
Assert.Equal(new Vector3(1, 2, 3), light.LocalPose.Translation);
Assert.InRange(light.ColorLinear.X, 0.99f, 1.01f);
}
[Fact]
public void Load_DynamicLight_UsesRetailHardwareRangeFactor()
{
var setup = new DatReaderWriter.DBObjs.Setup();
setup.Lights[0] = new LightInfo
{
ViewSpaceLocation = new Frame { Orientation = Quaternion.Identity },
Color = new ColorARGB { Red = 255, Green = 255, Blue = 255, Alpha = 255 },
Intensity = 1f,
Falloff = 8f,
};
var light = Assert.Single(LightInfoLoader.Load(
setup,
ownerId: 77u,
entityPosition: Vector3.Zero,
entityRotation: Quaternion.Identity,
isDynamic: true));
Assert.True(light.IsDynamic);
Assert.Equal(12f, light.Range, 3);
}
[Fact]
public void Load_NonZeroConeAngle_ProducesSpot()
{
@ -117,3 +205,42 @@ public sealed class LightInfoLoaderTests
Assert.Equal(0.5f, result[0].ConeAngle);
}
}
file sealed class MutablePoseSource : IEntityEffectPoseSource, IEntityEffectCellSource
{
private readonly Dictionary<uint, (Matrix4x4 Root, uint Cell)> _poses = new();
public void Publish(uint id, Matrix4x4 root, uint cellId = 0) =>
_poses[id] = (root, cellId);
public int RootPoseQueryCount { get; private set; }
public bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld)
{
RootPoseQueryCount++;
if (_poses.TryGetValue(localEntityId, out var pose))
{
rootWorld = pose.Root;
return true;
}
rootWorld = default;
return false;
}
public bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal)
{
partLocal = default;
return false;
}
public bool TryGetCellId(uint localEntityId, out uint cellId)
{
if (_poses.TryGetValue(localEntityId, out var pose))
{
cellId = pose.Cell;
return true;
}
cellId = 0;
return false;
}
}

View file

@ -25,8 +25,8 @@ public sealed class EquippedChildAttachmentTests
};
var parentPose = new[]
{
new MeshRef(1, Matrix4x4.Identity),
new MeshRef(2, Matrix4x4.CreateTranslation(10, 0, 0)),
Matrix4x4.Identity,
Matrix4x4.CreateTranslation(10, 0, 0),
};
var child = new Setup
{
@ -42,12 +42,14 @@ public sealed class EquippedChildAttachmentTests
};
var template = new[] { new MeshRef(0x01000001u, Matrix4x4.Identity) };
bool ok = EquippedChildAttachment.TryCompose(
bool ok = EquippedChildAttachment.TryComposePose(
parent, parentPose, child, ParentLocation.LeftHand,
Placement.LeftHand, template, 1.0f, out var result);
Placement.LeftHand, template, 1.0f, out EquippedChildPose pose);
Assert.True(ok);
Assert.Equal(15f, Assert.Single(result).PartTransform.Translation.X);
Assert.Equal(12f, pose.RootLocal.Translation.X);
Assert.Equal(3f, Assert.Single(pose.PartLocal).Translation.X);
Assert.Equal(15f, Assert.Single(pose.AttachedParts).PartTransform.Translation.X);
}
[Fact]
@ -88,6 +90,115 @@ public sealed class EquippedChildAttachmentTests
Assert.Empty(result);
}
[Fact]
public void TryComposePoseInto_UnavailableValidPartRejectsWithoutRootFallback()
{
var parent = ParentWithRightHand(partId: 1, FrameAt(4, 0, 0));
var child = ChildWithOnePart();
bool ok = EquippedChildAttachment.TryComposePoseInto(
parent,
[Matrix4x4.Identity, Matrix4x4.CreateTranslation(10, 0, 0)],
[true, false],
child,
ParentLocation.RightHand,
Placement.Default,
[new MeshRef(0x01000001u, Matrix4x4.Identity)],
1f,
null,
null,
out _);
Assert.False(ok);
}
[Fact]
public void TryComposePoseInto_OutOfRangePartUsesRetailRootAndReusesBuffers()
{
var parent = ParentWithRightHand(partId: 99, FrameAt(4, 0, 0));
var child = ChildWithOnePart();
var poseBuffer = new Matrix4x4[1];
var meshBuffer = new MeshRef[1];
bool ok = EquippedChildAttachment.TryComposePoseInto(
parent,
[Matrix4x4.CreateTranslation(10, 0, 0)],
[true],
child,
ParentLocation.RightHand,
Placement.Default,
[new MeshRef(0x01000001u, Matrix4x4.Identity)],
1f,
poseBuffer,
meshBuffer,
out EquippedChildPose pose);
Assert.True(ok);
Assert.Same(poseBuffer, pose.PartLocal);
Assert.Same(meshBuffer, pose.AttachedParts);
Assert.Equal(4f, pose.RootLocal.Translation.X);
}
[Fact]
public void NestedChildRootsComposeThroughImmediateParentWorldPose()
{
Matrix4x4 topLevelWorld = Matrix4x4.CreateTranslation(100, 0, 0);
Matrix4x4 childRootLocal = Matrix4x4.CreateTranslation(10, 0, 0);
Matrix4x4 grandchildRootLocal = Matrix4x4.CreateTranslation(2, 0, 0);
Matrix4x4 childWorld = childRootLocal * topLevelWorld;
Matrix4x4 grandchildWorld = grandchildRootLocal * childWorld;
Assert.Equal(112f, grandchildWorld.Translation.X);
}
[Fact]
public void ChildRigidPoseExcludesDefaultScaleAndScalesOnlyOrigin()
{
var parent = ParentWithRightHand(partId: -1, FrameAt(4, 0, 0));
var child = new Setup
{
Parts = { 0x01000001u },
DefaultScale = { new Vector3(5f, 6f, 7f) },
PlacementFrames =
{
[Placement.Default] = new AnimationFrame(1)
{
Frames = { FrameAt(3, 0, 0) },
},
},
};
Assert.True(EquippedChildAttachment.TryComposePose(
parent,
Array.Empty<Matrix4x4>(),
child,
ParentLocation.RightHand,
Placement.Default,
[new MeshRef(0x01000001u, Matrix4x4.Identity)],
childScale: 2f,
out EquippedChildPose pose));
Matrix4x4 rigid = Assert.Single(pose.PartLocal);
Assert.Equal(new Vector3(6f, 0f, 0f), rigid.Translation);
Assert.Equal(Vector3.One, new Vector3(rigid.M11, rigid.M22, rigid.M33));
Matrix4x4 visual = Assert.Single(pose.AttachedParts).PartTransform;
Assert.Equal(new Vector3(10f, 12f, 14f), new Vector3(visual.M11, visual.M22, visual.M33));
}
private static Setup ChildWithOnePart() => new()
{
Parts = { 0x01000001u },
DefaultScale = { Vector3.One },
PlacementFrames =
{
[Placement.Default] = new AnimationFrame(1)
{
Frames = { FrameAt(1, 0, 0) },
},
},
};
private static Setup ParentWithRightHand(int partId, Frame frame) => new()
{
HoldingLocations =

View file

@ -88,7 +88,7 @@ public class SetupPartTransformsTests
}
[Fact]
public void Compute_AppliesDefaultScale_WhenPresent()
public void Compute_ExcludesVisualDefaultScale_FromRigidPartFrame()
{
// DefaultScale = (2,2,2) on part 0. An input (1,1,1) should
// come out (2,2,2) after the part transform — confirms the
@ -113,6 +113,37 @@ public class SetupPartTransformsTests
Assert.Single(transforms);
var probe = Vector3.Transform(new Vector3(1f, 1f, 1f), transforms[0]);
Assert.Equal(new Vector3(2f, 2f, 2f), probe);
Assert.Equal(new Vector3(1f, 1f, 1f), probe);
}
[Fact]
public void Compute_ObjectScaleMultipliesOriginButNotOrientationAxes()
{
var setup = new Setup
{
Parts = { 0x01000100u },
DefaultScale = { new Vector3(7f, 8f, 9f) },
PlacementFrames =
{
[Placement.Resting] = new AnimationFrame(1)
{
Frames =
{
new Frame
{
Origin = new Vector3(2f, 0f, 0f),
Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f),
},
},
},
},
};
Matrix4x4 rigid = Assert.Single(SetupPartTransforms.Compute(setup, objectScale: 3f));
Assert.Equal(new Vector3(6f, 0f, 0f), rigid.Translation);
Vector3 rotatedAxis = Vector3.TransformNormal(Vector3.UnitX, rigid);
Assert.InRange(rotatedAxis.X, -0.0001f, 0.0001f);
Assert.InRange(rotatedAxis.Y, 0.9999f, 1.0001f);
}
}

View file

@ -7,9 +7,14 @@ namespace AcDream.Core.Tests.Vfx;
public sealed class ParticleHookSinkTests
{
private static EmitterDesc MakeDesc(uint id, bool attachLocal, int totalParticles = 0)
{
return new EmitterDesc
private const uint Owner = 0xCAFEu;
private static EmitterDesc MakeDesc(
uint id,
bool attachLocal,
int totalParticles = 0,
float totalDuration = 0f) =>
new()
{
DatId = id,
Type = ParticleType.Still,
@ -18,158 +23,350 @@ public sealed class ParticleHookSinkTests
MaxParticles = 4,
InitialParticles = 1,
TotalParticles = totalParticles,
LifetimeMin = 0.05f, LifetimeMax = 0.05f, Lifespan = 0.05f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
Birthrate = 1000f, // effectively never re-emit
TotalDuration = totalDuration,
LifetimeMin = 0.05f,
LifetimeMax = 0.05f,
Lifespan = 0.05f,
StartSize = 1f,
EndSize = 1f,
StartAlpha = 1f,
EndAlpha = 1f,
Birthrate = 1000f,
};
private static (ParticleSystem System, ParticleHookSink Sink, MutablePoseSource Poses) Harness(
uint emitterId,
bool attachLocal = false,
int totalParticles = 0,
float totalDuration = 0f)
{
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(emitterId, attachLocal, totalParticles, totalDuration));
var system = new ParticleSystem(registry, new Random(42));
var poses = new MutablePoseSource();
poses.Publish(Owner, Matrix4x4.Identity, Matrix4x4.Identity);
return (system, new ParticleHookSink(system, poses), poses);
}
private static CreateParticleHook Create(uint emitterInfoId, uint logicalId, int partIndex = 0) =>
new()
{
EmitterInfoId = emitterInfoId,
EmitterId = logicalId,
PartIndex = unchecked((uint)partIndex),
Offset = new Frame(),
};
[Fact]
public void RefreshAttachedEmitters_WithAttachLocal_MovesExistingParticleToCurrentPose()
{
const uint emitterId = 0x32000010u;
var (system, sink, poses) = Harness(emitterId, attachLocal: true);
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, 0));
system.Tick(0.01f);
Assert.Equal(Vector3.Zero, system.EnumerateLive().Single().Emitter.Particles[0].Position);
poses.Publish(Owner, Matrix4x4.CreateTranslation(5, 7, 0), Matrix4x4.Identity);
sink.RefreshAttachedEmitters();
system.Tick(0.01f);
Assert.Equal(new Vector3(5, 7, 0),
system.EnumerateLive().Single().Emitter.Particles[0].Position);
}
[Fact]
public void UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor()
public void WorldReleasedParticles_KeepBirthPosition_WhileNewAnchorMoves()
{
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(0x32000010u, attachLocal: true));
var sys = new ParticleSystem(registry, new System.Random(42));
var sink = new ParticleHookSink(sys);
const uint emitterId = 0x32000011u;
var (system, sink, poses) = Harness(emitterId, attachLocal: false);
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, 0));
system.Tick(0.01f);
var hook = new CreateParticleHook
poses.Publish(Owner, Matrix4x4.CreateTranslation(9, 0, 0), Matrix4x4.Identity);
sink.RefreshAttachedEmitters();
system.Tick(0.01f);
Assert.Equal(Vector3.Zero,
system.EnumerateLive().Single().Emitter.Particles[0].Position);
}
[Fact]
public void Spawn_UsesCurrentIndexedPartAndRoot_WithRowVectorComposition()
{
const uint emitterId = 0x32000030u;
var (system, sink, poses) = Harness(emitterId);
Matrix4x4 root = Matrix4x4.CreateRotationZ(MathF.PI / 2f)
* Matrix4x4.CreateTranslation(10, 20, 30);
poses.Publish(
Owner,
root,
Matrix4x4.Identity,
Matrix4x4.CreateTranslation(0, 0, 2));
var hook = Create(emitterId, 0, partIndex: 1);
hook.Offset = new Frame
{
EmitterInfoId = 0x32000010u,
Origin = new Vector3(1, 0, 0),
// Retail retains but does not consume this quaternion in
// Particle::Init 0x0051C930.
Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 1.1f),
};
sink.OnHook(Owner, Vector3.Zero, hook);
system.Tick(0.001f);
Vector3 position = system.EnumerateLive().Single().Emitter.Particles[0].Position;
Assert.InRange(position.X, 9.99f, 10.01f);
Assert.InRange(position.Y, 20.99f, 21.01f);
Assert.InRange(position.Z, 31.99f, 32.01f);
}
[Fact]
public void PartMinusOne_UsesRoot_AndInvalidIndexedPartDoesNotFallback()
{
const uint emitterId = 0x32000031u;
var (system, sink, poses) = Harness(emitterId);
poses.Publish(
Owner,
Matrix4x4.CreateTranslation(3, 4, 5),
Matrix4x4.CreateTranslation(50, 0, 0));
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, 0, partIndex: -1));
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, 0, partIndex: 99));
system.Tick(0.001f);
Assert.Single(system.EnumerateLive());
Assert.Equal(new Vector3(3, 4, 5),
system.EnumerateLive().Single().Emitter.Particles[0].Position);
}
[Fact]
public void NormalLogicalId_Replaces_BlockingSuppresses_ThenCreatesAfterRetirement()
{
const uint emitterId = 0x32000040u;
const uint logicalId = 0x1234u;
var (system, sink, _) = Harness(emitterId);
var normal = Create(emitterId, logicalId);
var blocking = new RetailCreateBlockingParticleHook
{
EmitterInfoId = emitterId,
EmitterId = logicalId,
PartIndex = 0,
Offset = new Frame(),
};
sink.OnHook(Owner, Vector3.Zero, normal);
sink.OnHook(Owner, Vector3.Zero, blocking);
Assert.Equal(1, system.ActiveEmitterCount);
sink.OnHook(Owner, Vector3.Zero, normal);
system.Tick(0.001f);
Assert.Equal(1, system.ActiveEmitterCount);
sink.OnHook(Owner, Vector3.Zero,
new DestroyParticleHook { EmitterId = logicalId });
system.Tick(0.001f);
Assert.Equal(0, system.ActiveEmitterCount);
sink.OnHook(Owner, Vector3.Zero, blocking);
Assert.Equal(1, system.ActiveEmitterCount);
}
[Fact]
public void BlockingLogicalIdZero_AlwaysCreatesAnonymousEmitter()
{
const uint emitterId = 0x32000041u;
var (system, sink, _) = Harness(emitterId);
var blocking = new RetailCreateBlockingParticleHook
{
EmitterInfoId = emitterId,
EmitterId = 0,
PartIndex = 0,
Offset = new Frame(),
};
// First spawn at world origin.
sink.OnHook(entityId: 0xCAFEu, entityWorldPosition: Vector3.Zero, hook);
sys.Tick(0.01f);
var live1 = System.Linq.Enumerable.Single(sys.EnumerateLive());
Assert.Equal(Vector3.Zero, live1.Emitter.Particles[live1.Index].Position);
// Move the parent to (5, 7, 0) — UpdateEntityAnchor must propagate.
sink.UpdateEntityAnchor(0xCAFEu, new Vector3(5, 7, 0), Quaternion.Identity);
sys.Tick(0.01f);
var live2 = System.Linq.Enumerable.Single(sys.EnumerateLive());
Assert.Equal(new Vector3(5, 7, 0), live2.Emitter.Particles[live2.Index].Position);
sink.OnHook(Owner, Vector3.Zero, blocking);
sink.OnHook(Owner, Vector3.Zero, blocking);
Assert.Equal(2, system.ActiveEmitterCount);
}
[Fact]
public void EmitterDied_PrunesPerEntityHandleTracking()
public void StopLogicalEmitter_RemainsBlockingUntilFinalParticleRetires()
{
// M4: ConcurrentBag<int> couldn't drop entries when a particle
// emitter expired naturally, so per-entity tracking grew without
// bound. The sink now subscribes to ParticleSystem.EmitterDied
// and prunes both the (entity,key) map and the per-entity set.
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(0x32000020u, attachLocal: false, totalParticles: 1));
var sys = new ParticleSystem(registry, new System.Random(42));
var sink = new ParticleHookSink(sys);
var hook = new CreateParticleHook
const uint emitterId = 0x32000042u;
const uint logicalId = 0x777u;
var (system, sink, _) = Harness(emitterId);
var blocking = new RetailCreateBlockingParticleHook
{
EmitterInfoId = 0x32000020u,
EmitterId = 0xABCDu, // logical key
EmitterInfoId = emitterId,
EmitterId = logicalId,
PartIndex = 0,
Offset = new Frame(),
};
sink.OnHook(0xCAFEu, Vector3.Zero, hook);
Assert.Equal(1, sys.ActiveEmitterCount);
// TotalParticles=1 cap hit immediately by the InitialParticles spawn,
// so the emitter Finishes once its single particle expires (0.05s
// lifetime). After this, EmitterDied has fired and tracking is pruned.
for (int i = 0; i < 5; i++) sys.Tick(0.05f);
Assert.Equal(0, sys.ActiveEmitterCount);
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId));
sink.OnHook(Owner, Vector3.Zero, new StopParticleHook { EmitterId = logicalId });
sink.OnHook(Owner, Vector3.Zero, blocking);
// A fresh spawn for the same (entity, key) succeeds and is the only
// live emitter — i.e., the previous handle was pruned cleanly.
sink.OnHook(0xCAFEu, Vector3.Zero, hook);
Assert.Equal(1, sys.ActiveEmitterCount);
sink.StopAllForEntity(0xCAFEu, fadeOut: false);
sys.Tick(0.01f);
Assert.Equal(0, sys.ActiveEmitterCount);
Assert.Equal(1, system.ActiveEmitterCount);
}
[Fact]
public void SpawnFromHook_AppliesPartTransform_WhenRegistered()
public void StopLogicalEmitter_NormalCreateStillReplacesIt()
{
// C.1.5b #56: when SetEntityPartTransforms has been called for
// entityId, SpawnFromHook must transform the hook offset through
// the part-local matrix before applying entity rotation.
// Part 1 is lifted +Z=1; hook offset = (1, 0, 0), PartIndex=1.
// Expected world position: (1, 0, 1) with identity rotation.
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(0x32000030u, attachLocal: false));
var sys = new ParticleSystem(registry, new System.Random(42));
var sink = new ParticleHookSink(sys);
const uint emitterId = 0x32000043u;
const uint logicalId = 0x778u;
var (system, sink, _) = Harness(emitterId);
var partTransforms = new Matrix4x4[]
{
Matrix4x4.Identity,
Matrix4x4.CreateTranslation(0f, 0f, 1f),
};
sink.SetEntityRotation(0xCAFEu, Quaternion.Identity);
sink.SetEntityPartTransforms(0xCAFEu, partTransforms);
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId));
sink.OnHook(Owner, Vector3.Zero, new StopParticleHook { EmitterId = logicalId });
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId));
system.Tick(0.001f);
sink.OnHook(0xCAFEu, Vector3.Zero, new CreateParticleHook
{
EmitterInfoId = 0x32000030u,
EmitterId = 0,
PartIndex = 1,
Offset = new Frame
{
Origin = new Vector3(1f, 0f, 0f),
Orientation = Quaternion.Identity,
},
});
sys.Tick(0.001f);
var live = System.Linq.Enumerable.Single(sys.EnumerateLive());
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, 0.99f, 1.01f);
Assert.InRange(pos.Y, -0.01f, 0.01f);
Assert.InRange(pos.Z, 0.99f, 1.01f);
Assert.Equal(1, system.ActiveEmitterCount);
}
[Fact]
public void SpawnFromHook_FallsBackToIdentity_WhenPartIndexOutOfBounds()
public void NaturalRetirement_PrunesLogicalIdForBlockingReuse()
{
// Out-of-bounds PartIndex must NOT crash and must NOT apply a
// wrong matrix; falls back to no part transform (Identity), so
// the offset is applied in entity-local space as pre-C.1.5b.
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(0x32000031u, attachLocal: false));
var sys = new ParticleSystem(registry, new System.Random(42));
var sink = new ParticleHookSink(sys);
var partTransforms = new Matrix4x4[]
const uint emitterId = 0x32000020u;
const uint logicalId = 0xABCDu;
var (system, sink, _) = Harness(emitterId, totalParticles: 1);
var blocking = new RetailCreateBlockingParticleHook
{
Matrix4x4.Identity,
Matrix4x4.CreateTranslation(0f, 0f, 1f),
EmitterInfoId = emitterId,
EmitterId = logicalId,
PartIndex = 0,
Offset = new Frame(),
};
sink.SetEntityRotation(0xCAFEu, Quaternion.Identity);
sink.SetEntityPartTransforms(0xCAFEu, partTransforms);
sink.OnHook(Owner, Vector3.Zero, blocking);
for (int i = 0; i < 5; i++)
system.Tick(0.05f);
Assert.Equal(0, system.ActiveEmitterCount);
sink.OnHook(0xCAFEu, Vector3.Zero, new CreateParticleHook
sink.OnHook(Owner, Vector3.Zero, blocking);
Assert.Equal(1, system.ActiveEmitterCount);
}
[Fact]
public void MissingEmitterAsset_ReportsDiagnosticWithoutFabricatingEffect()
{
const uint registeredId = 0x32000020u;
const uint missingId = 0x32DEAD00u;
var (system, sink, _) = Harness(registeredId);
var diagnostics = new List<string>();
sink.DiagnosticSink = diagnostics.Add;
sink.OnHook(Owner, Vector3.Zero, Create(missingId, logicalId: 7u));
Assert.Equal(0, system.ActiveEmitterCount);
string diagnostic = Assert.Single(diagnostics);
Assert.Contains($"0x{missingId:X8}", diagnostic, StringComparison.Ordinal);
Assert.Contains($"0x{Owner:X8}", diagnostic, StringComparison.Ordinal);
}
[Fact]
public void MissingLivePose_HidesPresentationWithoutEndingEmitterLifetime()
{
const uint emitterId = 0x32000055u;
var (system, sink, poses) = Harness(emitterId);
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId: 11u));
ParticleEmitter emitter = system.EnumerateLive().Single().Emitter;
Assert.True(emitter.PresentationVisible);
poses.Remove(Owner);
sink.RefreshAttachedEmitters();
Assert.Equal(1, system.ActiveEmitterCount);
Assert.False(emitter.PresentationVisible);
poses.Publish(Owner, Matrix4x4.CreateTranslation(8, 0, 0), Matrix4x4.Identity);
sink.RefreshAttachedEmitters();
Assert.True(emitter.PresentationVisible);
}
[Fact]
public void PendingProjection_HidesPresentationWhileContinuingLiveAnchorRefresh()
{
const uint emitterId = 0x32000056u;
var (system, sink, poses) = Harness(emitterId, totalDuration: 0.05f);
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId: 12u));
ParticleEmitter emitter = system.EnumerateLive().Single().Emitter;
int emittedBeforePause = emitter.TotalEmitted;
float spawnedAt = emitter.Particles[0].SpawnedAt;
sink.SetEntityPresentationVisible(Owner, false);
poses.Publish(
Owner,
Matrix4x4.CreateTranslation(12, 3, 0),
Matrix4x4.Identity);
sink.RefreshAttachedEmitters();
system.Tick(1f);
Assert.Equal(1, system.ActiveEmitterCount);
Assert.Equal(new Vector3(12, 3, 0), emitter.AnchorPos);
Assert.Equal(emittedBeforePause, emitter.TotalEmitted);
Assert.Equal(spawnedAt, emitter.Particles[0].SpawnedAt);
Assert.Equal(new Vector3(12, 3, 0), emitter.LastEmitOffset);
Assert.False(emitter.SimulationEnabled);
Assert.False(emitter.PresentationVisible);
sink.SetEntityPresentationVisible(Owner, true);
sink.RefreshAttachedEmitters();
Assert.True(emitter.SimulationEnabled);
Assert.True(emitter.PresentationVisible);
Assert.Equal(spawnedAt, emitter.Particles[0].SpawnedAt);
system.Tick(0.01f);
Assert.Equal(0, system.ActiveEmitterCount);
}
[Fact]
public void LogicalTeardown_RemovesEmitterThatWasSpatiallyPaused()
{
const uint emitterId = 0x32000057u;
var (system, sink, _) = Harness(emitterId);
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId: 13u));
sink.SetEntityPresentationVisible(Owner, false);
int deathNotices = 0;
system.EmitterDied += _ => deathNotices++;
sink.StopAllForEntity(Owner, fadeOut: false);
Assert.Equal(0, system.ActiveEmitterCount);
Assert.Equal(1, deathNotices);
}
private sealed class MutablePoseSource : IEntityEffectPoseSource
{
private readonly Dictionary<uint, (Matrix4x4 Root, Matrix4x4[] Parts)> _poses = new();
public void Publish(uint id, Matrix4x4 root, params Matrix4x4[] parts) =>
_poses[id] = (root, parts);
public void Remove(uint id) => _poses.Remove(id);
public bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld)
{
EmitterInfoId = 0x32000031u,
EmitterId = 0,
PartIndex = 99, // way past the 2-part array
Offset = new Frame
if (_poses.TryGetValue(localEntityId, out var pose))
{
Origin = new Vector3(2f, 0f, 0f),
Orientation = Quaternion.Identity,
},
});
sys.Tick(0.001f);
rootWorld = pose.Root;
return true;
}
rootWorld = default;
return false;
}
var live = System.Linq.Enumerable.Single(sys.EnumerateLive());
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, 1.99f, 2.01f);
Assert.InRange(pos.Y, -0.01f, 0.01f);
Assert.InRange(pos.Z, -0.01f, 0.01f);
public bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal)
{
if (_poses.TryGetValue(localEntityId, out var pose)
&& partIndex >= 0
&& partIndex < pose.Parts.Length)
{
partLocal = pose.Parts[partIndex];
return true;
}
partLocal = default;
return false;
}
}
}

View file

@ -239,12 +239,11 @@ public sealed class ParticleSystemTests
}
[Fact]
public void EmitterDescRegistry_FallsBackToDefault_ForUnknownId()
public void EmitterDescRegistry_RejectsUnknownIdWithoutInventingFallback()
{
var reg = new EmitterDescRegistry();
var desc = reg.Get(0xDEADBEEFu); // not registered
Assert.NotNull(desc);
Assert.Equal(0xFFFFFFFFu, desc.DatId); // matches default sentinel
Assert.False(reg.TryGet(0xDEADBEEFu, out _));
Assert.Throws<KeyNotFoundException>(() => reg.Get(0xDEADBEEFu));
}
[Fact]