feat(vfx): bind effects to live animated poses
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41 changed files with 3246 additions and 741 deletions
216
src/AcDream.App/Rendering/Vfx/EntityEffectPoseRegistry.cs
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216
src/AcDream.App/Rendering/Vfx/EntityEffectPoseRegistry.cs
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using System.Numerics;
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using AcDream.Core.Vfx;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering.Vfx;
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/// <summary>
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/// Update-thread registry of final root and indexed part poses for particles,
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/// lights, and other DAT-driven entity effects.
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/// </summary>
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/// <remarks>
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/// Retail composes particle anchors from the current physics-object/part frame
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/// in <c>Particle::Init</c> (<c>0x0051C930</c>) and refreshes parent-local
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/// particles from those frames in <c>ParticleEmitter::UpdateParticles</c>
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/// (<c>0x0051D180</c>). This registry is the modern, read-only seam exposing
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/// those same final frames without coupling Core effects to the renderer.
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/// </remarks>
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public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityEffectCellSource
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{
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private sealed class PoseRecord
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{
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public Matrix4x4 RootWorld;
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public Matrix4x4[] PartLocal = Array.Empty<Matrix4x4>();
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public bool[] PartAvailable = Array.Empty<bool>();
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public uint CellId;
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}
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private readonly Dictionary<uint, PoseRecord> _poses = new();
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public int Count => _poses.Count;
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public void Publish(WorldEntity entity, IReadOnlyList<Matrix4x4> partLocal)
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{
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Publish(entity, partLocal, availability: null);
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}
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public void Publish(
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WorldEntity entity,
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IReadOnlyList<Matrix4x4> partLocal,
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IReadOnlyList<bool>? availability)
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{
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ArgumentNullException.ThrowIfNull(entity);
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Publish(
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entity.Id,
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Matrix4x4.CreateFromQuaternion(entity.Rotation)
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* Matrix4x4.CreateTranslation(entity.Position),
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partLocal,
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entity.ParentCellId ?? 0u,
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availability);
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}
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/// <summary>
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/// Publish the exact indexed part transforms already installed on an
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/// entity. Appearance replacement uses this overload so a PhysicsScript
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/// delivered later in the same update observes the new parts immediately.
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/// </summary>
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public void PublishMeshRefs(WorldEntity entity)
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{
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ArgumentNullException.ThrowIfNull(entity);
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Matrix4x4 rootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
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* Matrix4x4.CreateTranslation(entity.Position);
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if (!_poses.TryGetValue(entity.Id, out PoseRecord? record))
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{
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record = new PoseRecord();
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_poses.Add(entity.Id, record);
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}
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record.RootWorld = rootWorld;
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record.CellId = entity.ParentCellId ?? 0u;
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if (entity.IndexedPartTransforms.Count > 0)
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{
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CopyParts(
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record,
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entity.IndexedPartTransforms,
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entity.IndexedPartAvailable);
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}
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else
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{
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if (record.PartLocal.Length != entity.MeshRefs.Count)
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record.PartLocal = new Matrix4x4[entity.MeshRefs.Count];
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if (record.PartAvailable.Length != entity.MeshRefs.Count)
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record.PartAvailable = new bool[entity.MeshRefs.Count];
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for (int i = 0; i < entity.MeshRefs.Count; i++)
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{
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record.PartLocal[i] = entity.MeshRefs[i].PartTransform;
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record.PartAvailable[i] = true;
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}
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}
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}
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public void Publish(
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uint localEntityId,
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Matrix4x4 rootWorld,
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IReadOnlyList<Matrix4x4> partLocal,
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uint cellId,
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IReadOnlyList<bool>? availability = null)
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{
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if (localEntityId == 0)
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return;
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ArgumentNullException.ThrowIfNull(partLocal);
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if (!_poses.TryGetValue(localEntityId, out PoseRecord? record))
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{
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record = new PoseRecord();
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_poses.Add(localEntityId, record);
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}
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record.RootWorld = rootWorld;
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record.CellId = cellId;
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CopyParts(record, partLocal, availability);
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}
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/// <summary>Refresh only the moving root while retaining current part poses.</summary>
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public bool UpdateRoot(WorldEntity entity)
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{
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ArgumentNullException.ThrowIfNull(entity);
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if (!_poses.TryGetValue(entity.Id, out PoseRecord? record))
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return false;
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record.RootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
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* Matrix4x4.CreateTranslation(entity.Position);
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record.CellId = entity.ParentCellId ?? 0u;
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return true;
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}
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public bool Remove(uint localEntityId) => _poses.Remove(localEntityId);
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public void Clear() => _poses.Clear();
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public bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld)
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{
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if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
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{
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rootWorld = record.RootWorld;
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return true;
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}
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rootWorld = default;
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return false;
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}
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public bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal)
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{
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if (partIndex >= 0
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&& _poses.TryGetValue(localEntityId, out PoseRecord? record)
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&& partIndex < record.PartLocal.Length
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&& record.PartAvailable[partIndex])
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{
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partLocal = record.PartLocal[partIndex];
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return true;
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}
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partLocal = default;
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return false;
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}
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/// <summary>
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/// Borrow the current indexed part-pose snapshot for synchronous
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/// update-thread composition. Callers must not retain or mutate it.
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/// </summary>
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public bool TryGetPartPoses(
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uint localEntityId,
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out IReadOnlyList<Matrix4x4> partLocal)
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{
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if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
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{
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partLocal = record.PartLocal;
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return true;
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}
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partLocal = Array.Empty<Matrix4x4>();
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return false;
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}
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public bool TryGetPartPoseSnapshot(
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uint localEntityId,
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out IReadOnlyList<Matrix4x4> partLocal,
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out IReadOnlyList<bool> availability)
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{
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if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
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{
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partLocal = record.PartLocal;
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availability = record.PartAvailable;
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return true;
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}
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partLocal = Array.Empty<Matrix4x4>();
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availability = Array.Empty<bool>();
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return false;
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}
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public bool TryGetCellId(uint localEntityId, out uint cellId)
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{
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if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
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{
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cellId = record.CellId;
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return true;
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}
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cellId = 0;
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return false;
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}
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private static void CopyParts(
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PoseRecord record,
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IReadOnlyList<Matrix4x4> partLocal,
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IReadOnlyList<bool>? availability)
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{
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if (availability is not null && availability.Count != partLocal.Count)
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throw new ArgumentException("Part pose and availability counts must match.");
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if (record.PartLocal.Length != partLocal.Count)
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record.PartLocal = new Matrix4x4[partLocal.Count];
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if (record.PartAvailable.Length != partLocal.Count)
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record.PartAvailable = new bool[partLocal.Count];
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for (int i = 0; i < partLocal.Count; i++)
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{
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record.PartLocal[i] = partLocal[i];
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record.PartAvailable[i] = availability is null || availability[i];
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}
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}
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}
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