fix(interaction): close selection lifecycle review gaps

Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-21 09:01:02 +02:00
parent d2bb5af453
commit 5acc3f01cf
23 changed files with 2635 additions and 168 deletions

View file

@ -39,6 +39,7 @@ internal interface IWorldSelectionQuery
uint? PickAtCursor(bool includeSelf);
uint? PickAt(float mouseX, float mouseY, bool includeSelf);
void BeginLightingPulse(uint serverGuid);
bool TryCaptureIdentity(uint serverGuid, out uint localEntityId);
bool IsCurrent(uint serverGuid, uint localEntityId);
string Describe(uint serverGuid);
bool IsCreature(uint serverGuid);
@ -142,6 +143,18 @@ internal sealed class WorldSelectionQuery : IWorldSelectionQuery
_selectionScene.BeginLightingPulse(target.ServerGuid, target.LocalEntityId);
}
public bool TryCaptureIdentity(uint serverGuid, out uint localEntityId)
{
if (TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target))
{
localEntityId = target.LocalEntityId;
return true;
}
localEntityId = 0u;
return false;
}
public bool TryGetInteractionTarget(
uint serverGuid,
out WorldInteractionTarget target)
@ -274,7 +287,7 @@ internal sealed class WorldSelectionQuery : IWorldSelectionQuery
return true;
}
/// <summary>ItemUses::IsUseable @ retail 0x00566A20 call family.</summary>
/// <summary>ItemUses::IsUseable @ retail 0x004FCCC0 call family.</summary>
public bool IsUseable(uint serverGuid)
{
if (_liveEntities.TryGetSnapshot(serverGuid, out var spawn))