refactor(net): own live session composition

Extract reset, selection, entered-world, and route construction behind LiveSessionHost while preserving the sole LiveSessionController authority. Retain partial route and subscription cleanup for retry, and replace the embedded ACE-only shortcut with the exact named-retail unsigned skill formula.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 10:36:06 +02:00
parent 18d4b999de
commit 557eb7ef6b
22 changed files with 1430 additions and 236 deletions

View file

@ -380,10 +380,6 @@ public sealed class GameWindow : IDisposable
// DevToolsEnabled reads through typed RuntimeOptions.
private bool DevToolsEnabled => _options.DevTools;
// Slice 3: the reset transaction remains cached by the host, while the
// lifecycle controller owns each exact event/command/session generation.
private AcDream.App.Net.LiveSessionResetPlan? _liveSessionResetPlan;
// Phase G.1-G.2 world lighting/time state.
public readonly AcDream.Core.World.WorldTimeService WorldTime =
new AcDream.Core.World.WorldTimeService(
@ -485,7 +481,7 @@ public sealed class GameWindow : IDisposable
}
// Phase K.2 — auto-enter player mode after a successful login. Armed
// by ApplyLiveSessionEnteredWorld; ticked from
// by LiveSessionHost's entered-world transition; ticked from
// OnUpdate; disarmed if the user manually enters fly mode (or any
// other path that pre-empts the chase camera). Skipped entirely
// offline (orbit camera stays the foreground). The class internally
@ -529,8 +525,9 @@ public sealed class GameWindow : IDisposable
// Slice 3: the controller is the sole App owner. Outbound feature
// callbacks resolve this borrowed handle at call time and never cache it.
private AcDream.App.Net.LiveSessionController? _liveSessionController;
private AcDream.App.Net.LiveSessionHost? _liveSessionHost;
private AcDream.Core.Net.WorldSession? LiveSession =>
_liveSessionController?.CurrentSession;
_liveSessionHost?.CurrentSession;
private readonly AcDream.App.World.LiveWorldOriginState _liveWorldOrigin = new();
private int _liveCenterX => _liveWorldOrigin.CenterX;
private int _liveCenterY => _liveWorldOrigin.CenterY;
@ -1194,7 +1191,7 @@ public sealed class GameWindow : IDisposable
try
{
// _activeToonKey is updated by
// ApplyLiveSessionEnteredWorld
// LiveSessionHost entered-world transition
// so saving character settings always
// writes under the chosen character's
// name (or "default" pre-login).
@ -1483,7 +1480,7 @@ public sealed class GameWindow : IDisposable
& AcDream.Core.Net.Messages.PlayerDescriptionParser.CharacterOptions1
.DragItemOnPlayerOpensSecureTrade) != 0,
toast: text => _debugVm?.AddToast(text),
readyForInventoryRequest: () => _liveSessionController?.IsInWorld == true,
readyForInventoryRequest: () => _liveSessionHost?.IsInWorld == true,
playerOnGround: GetDebugPlayerOnGround,
inNonCombatMode: () => Combat.CurrentMode
== AcDream.Core.Combat.CombatMode.NonCombat,
@ -1534,7 +1531,7 @@ public sealed class GameWindow : IDisposable
playerGuid: () => _playerServerGuid,
activeToonName: () => _activeToonKey,
fallbackSheet: AcDream.App.Studio.SampleData.SampleCharacter,
canSendRaise: () => _liveSessionController?.IsInWorld == true,
canSendRaise: () => _liveSessionHost?.IsInWorld == true,
sendRaiseAttribute: (statId, cost) => LiveSession?.SendRaiseAttribute(statId, cost),
sendRaiseVital: (statId, cost) => LiveSession?.SendRaiseVital(statId, cost),
sendRaiseSkill: (statId, cost) => LiveSession?.SendRaiseSkill(statId, cost),
@ -1555,7 +1552,7 @@ public sealed class GameWindow : IDisposable
sendTargeted: (target, spellId) => LiveSession?.SendCastTargetedSpell(target, spellId),
displayMessage: text => Chat.OnSystemMessage(text, 0x1Au),
incrementBusy: () => _itemInteractionController.IncrementBusyCount(),
canSend: () => _liveSessionController?.IsInWorld == true);
canSend: () => _liveSessionHost?.IsInWorld == true);
_uiHost.Root.DragReleasedOutsideUi += OnUiDragReleasedOutside;
// Feed Silk input to the UiRoot tree so windows drag / close / select.
@ -1653,7 +1650,7 @@ public sealed class GameWindow : IDisposable
Vitals: new AcDream.App.UI.VitalsRuntimeBindings(_vitalsVm),
Chat: new AcDream.App.UI.ChatRuntimeBindings(
retailChatVm,
() => _liveSessionController?.Commands
() => _liveSessionHost?.Commands
?? AcDream.UI.Abstractions.NullCommandBus.Instance),
Radar: new AcDream.App.UI.RadarRuntimeBindings(
radarSnapshotProvider.BuildSnapshot,
@ -2960,10 +2957,9 @@ public sealed class GameWindow : IDisposable
new AcDream.App.Update.PlayerModeAutoEntryFramePhase(
_playerModeAutoEntry),
cameraFrame);
_liveSessionHost = CreateLiveSessionHost();
AcDream.App.Net.LiveSessionStartResult liveStart =
_liveSessionController.Start(
_options,
CreateLiveSessionLifecycleHost());
_liveSessionHost.Start(_options);
switch (liveStart.Status)
{
case AcDream.App.Net.LiveSessionStartStatus.MissingCredentials:
@ -2976,11 +2972,27 @@ public sealed class GameWindow : IDisposable
}
}
private AcDream.App.Net.LiveSessionLifecycleHost CreateLiveSessionLifecycleHost() =>
new(new AcDream.App.Net.LiveSessionLifecycleBindings(
Bind: CreateLiveSessionBinding,
Reset: () =>
(_liveSessionResetPlan ??= CreateLiveSessionResetPlan()).Execute(),
private AcDream.App.Net.LiveSessionHost CreateLiveSessionHost() =>
new(_liveSessionController!, new AcDream.App.Net.LiveSessionHostBindings(
Routing: new(
CreateLiveSessionEventRouter,
session => new AcDream.App.Net.LiveSessionCommandRouter(
CreateLiveSessionCommandBindings(session))),
Reset: CreateLiveSessionResetBindings(),
Selection: new(
SetPlayerIdentity: id => _playerServerGuid = id,
SetVitalsIdentity: id => _vitalsVm?.SetLocalPlayerGuid(id),
SetChatIdentity: Chat.SetLocalPlayerGuid,
MarkPersistent: _worldState.MarkPersistent,
SetVanishProbeIdentity: id =>
AcDream.App.Streaming.EntityVanishProbe.PlayerGuid = id,
ClearCombat: Combat.Clear),
EnteredWorld: new(
SetActiveCharacter: name => _activeToonKey = name,
RestoreLayout: () => _retailUiRuntime?.RestoreLayout(),
SyncToolbar: SyncToolbarWindowButtons,
LoadCharacterSettings: LoadLiveSessionCharacterSettings,
ArmPlayerModeAutoEntry: () => _playerModeAutoEntry?.Arm()),
Connecting: (host, port, user) =>
Chat.OnSystemMessage(
$"connecting to {host}:{port} as {user}",
@ -2988,38 +3000,21 @@ public sealed class GameWindow : IDisposable
Connected: () =>
Chat.OnSystemMessage(
"connected — character list received",
chatType: 1),
Selected: ApplyLiveSessionSelection,
Entered: ApplyLiveSessionEnteredWorld));
chatType: 1)));
private void ApplyLiveSessionSelection(
AcDream.App.Net.LiveSessionCharacterSelection selection)
private void LoadLiveSessionCharacterSettings(string characterName)
{
_playerServerGuid = selection.CharacterId;
_vitalsVm?.SetLocalPlayerGuid(selection.CharacterId);
Chat.SetLocalPlayerGuid(selection.CharacterId);
_worldState.MarkPersistent(selection.CharacterId);
AcDream.App.Streaming.EntityVanishProbe.PlayerGuid = selection.CharacterId;
Combat.Clear();
}
private void ApplyLiveSessionEnteredWorld(
AcDream.App.Net.LiveSessionCharacterSelection selection)
{
_activeToonKey = selection.CharacterName;
_retailUiRuntime?.RestoreLayout();
SyncToolbarWindowButtons();
if (_settingsStore is not null && _settingsVm is not null)
{
var toonBag = _settingsStore.LoadCharacter(_activeToonKey);
var toonBag = _settingsStore.LoadCharacter(characterName);
_settingsVm.LoadCharacterContext(toonBag);
Console.WriteLine($"settings: loaded character[{_activeToonKey}] preferences");
Console.WriteLine(
$"settings: loaded character[{characterName}] preferences");
}
_playerModeAutoEntry?.Arm();
}
private AcDream.App.Net.LiveSessionResetPlan CreateLiveSessionResetPlan() =>
AcDream.App.Net.LiveSessionResetManifest.Create(new()
private AcDream.App.Net.LiveSessionResetBindings
CreateLiveSessionResetBindings() => new()
{
MouseCapture = ResetSessionMouseCapture,
PlayerPresentation = ResetSessionPlayerPresentation,
@ -3052,7 +3047,7 @@ public sealed class GameWindow : IDisposable
AnimationHookFrames = () => _animationHookFrames?.Clear(),
LivePresentation = () => _liveEntityPresentation?.Clear(),
RemoteMovementDiagnostics = _remoteMovementObservations.Clear,
});
};
private void ResetSessionMouseCapture()
=> _gameplayInputFrame?.ResetSession();
@ -3108,12 +3103,7 @@ public sealed class GameWindow : IDisposable
}
}
/// <summary>
/// Composes the exact inbound and outbound owners for one live session.
/// Registration completes before Connect; outbound commands remain inert
/// until EnterWorld succeeds.
/// </summary>
private AcDream.App.Net.LiveSessionBinding CreateLiveSessionBinding(
private AcDream.App.Net.LiveSessionEventRouter CreateLiveSessionEventRouter(
AcDream.Core.Net.WorldSession session)
{
var skillTable = _dats?.Get<DatReaderWriter.DBObjs.SkillTable>(0x0E000004u);
@ -3126,39 +3116,19 @@ public sealed class GameWindow : IDisposable
Console.WriteLine);
}
AcDream.App.Net.LiveSessionEventRouter? events = null;
AcDream.App.Net.LiveSessionCommandRouter? commands = null;
try
{
events = new AcDream.App.Net.LiveSessionEventRouter(
session,
_liveEntitySessionEvents.CreateSink(),
new AcDream.App.Net.LiveEnvironmentSessionSink(
OnEnvironChanged,
ticks =>
{
WorldTime.SyncFromServer(ticks);
RefreshSkyForCurrentDay();
}),
CreateLiveInventorySessionBindings(),
CreateLiveCharacterSessionBindings(skillTable),
CreateLiveSocialSessionBindings());
commands = new AcDream.App.Net.LiveSessionCommandRouter(
CreateLiveSessionCommandBindings(session));
return new AcDream.App.Net.LiveSessionBinding(
session,
commands,
activateCommands: commands.Activate,
deactivateCommands: commands.Dispose,
detachEvents: events.Dispose);
}
catch
{
commands?.Dispose();
events?.Dispose();
throw;
}
return new AcDream.App.Net.LiveSessionEventRouter(
session,
_liveEntitySessionEvents.CreateSink(),
new AcDream.App.Net.LiveEnvironmentSessionSink(
OnEnvironChanged,
ticks =>
{
WorldTime.SyncFromServer(ticks);
RefreshSkyForCurrentDay();
}),
CreateLiveInventorySessionBindings(),
CreateLiveCharacterSessionBindings(skillTable),
CreateLiveSocialSessionBindings());
}
private AcDream.App.Net.LiveInventorySessionBindings
@ -3178,37 +3148,14 @@ public sealed class GameWindow : IDisposable
private AcDream.App.Net.LiveCharacterSessionBindings
CreateLiveCharacterSessionBindings(
DatReaderWriter.DBObjs.SkillTable? skillTable) => new(
DatReaderWriter.DBObjs.SkillTable? skillTable)
{
var skillCreditResolver =
new AcDream.App.Net.LiveSkillCreditResolver(skillTable);
return new(
Combat,
SpellBook,
ResolveSkillFormulaBonus: (skillId, attributeCurrents) =>
{
// ACE AttributeFormula.GetFormula
// (references/ACE/Source/ACE.Entity/Models/AttributeFormula.cs:55-):
// Attribute1Multiplier == 0 means no attribute contribution.
// Otherwise the retail data formula is
// (attr1 * mult1 + attr2 * mult2) / divisor + additive.
// Guard a zero divisor because malformed/custom DAT input must not
// take down the live-session dispatcher.
if (skillTable?.Skills is null)
return 0u;
if (!skillTable.Skills.TryGetValue(
(DatReaderWriter.Enums.SkillId)skillId,
out var skillBase))
return 0u;
var formula = skillBase.Formula;
if (formula.Attribute1Multiplier == 0 || formula.Divisor == 0)
return 0u;
attributeCurrents.TryGetValue((uint)formula.Attribute1, out uint attribute1);
attributeCurrents.TryGetValue((uint)formula.Attribute2, out uint attribute2);
long numerator =
(long)attribute1 * formula.Attribute1Multiplier +
(long)attribute2 * formula.Attribute2Multiplier;
long bonus = numerator / formula.Divisor + formula.AdditiveBonus;
return bonus < 0 ? 0u : (uint)bonus;
},
ResolveSkillFormulaBonus: skillCreditResolver.Resolve,
OnSkillsUpdated: (runSkill, jumpSkill) =>
{
_localPlayerSkills.Update(runSkill, jumpSkill, _playerController);
@ -3228,6 +3175,7 @@ public sealed class GameWindow : IDisposable
(AcDream.Core.Net.Messages.PlayerDescriptionParser.CharacterOptions1)
options1,
ClientTime: ClientTimerNow);
}
private AcDream.App.Net.LiveSocialSessionBindings
CreateLiveSocialSessionBindings() => new(
@ -3676,7 +3624,7 @@ public sealed class GameWindow : IDisposable
// optional SettingsPanel and its visibility/input operations.
private AcDream.UI.Abstractions.Panels.Settings.SettingsVM? _settingsVm;
// L.0: settings.json store + active toon key. The store is held as
// a field so ApplyLiveSessionEnteredWorld can re-load the chosen toon's
// a field so LiveSessionHost can re-load the chosen toon's
// bag once we know its name (post-EnterWorld). Toon key starts as
// "default" and gets swapped to the actual character name on the
// first EnterWorld.
@ -3816,7 +3764,7 @@ public sealed class GameWindow : IDisposable
_persistedGameplay = _settingsStore.LoadGameplay();
_persistedChat = _settingsStore.LoadChat();
// _activeToonKey is "default" pre-EnterWorld; the post-login
// ApplyLiveSessionEnteredWorld swaps to the chosen toon's
// LiveSessionHost swaps to the chosen toon's
// name and re-loads via SettingsVM.LoadCharacterContext.
_persistedCharacter = _settingsStore.LoadCharacter(_activeToonKey);
@ -4159,7 +4107,7 @@ public sealed class GameWindow : IDisposable
private void ToggleLiveCombatMode()
{
AcDream.Core.Net.WorldSession? session = LiveSession;
if (_liveSessionController?.IsInWorld != true || session is null)
if (_liveSessionHost?.IsInWorld != true || session is null)
return;
IReadOnlyList<AcDream.Core.Items.ClientObject> orderedEquipment =
@ -4193,7 +4141,7 @@ public sealed class GameWindow : IDisposable
private void UseItemByGuid(uint guid)
{
AcDream.Core.Net.WorldSession? session = LiveSession;
if (_liveSessionController?.IsInWorld != true || session is null)
if (_liveSessionHost?.IsInWorld != true || session is null)
return;
uint sequence = session.NextGameActionSequence();
session.SendGameAction(
@ -4418,7 +4366,10 @@ public sealed class GameWindow : IDisposable
}
if (ReferenceEquals(_liveSessionController, controller))
{
_liveSessionHost = null;
_liveSessionController = null;
}
}),
]),
// Frame composition borrows equipped, effect, audio, and render