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

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using System.Numerics;
using AcDream.App.Input;
using AcDream.App.Interaction;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.Core.World;
namespace AcDream.App.Tests.Interaction;
public sealed class PlayerInteractionMovementSinkTests
{
private const uint Player = 0x5000_0001u;
private const uint Target = 0x7000_0001u;
private const uint Cell = 0x0101_0001u;
[Fact]
public void MissingPlayerDoesNotArmTheIntent()
{
var sink = new PlayerInteractionMovementSink(() => null);
bool armed = false;
Assert.False(sink.BeginApproach(Approach(closeRange: true), () => armed = true));
Assert.False(armed);
}
[Theory]
[InlineData(true, MovementType.TurnToObject)]
[InlineData(false, MovementType.MoveToObject)]
public void ProductionSinkCancelsThenArmsAndInstallsExactMovement(
bool closeRange,
MovementType expectedType)
{
var controller = new PlayerMovementController(new PhysicsEngine());
controller.SetPosition(Vector3.Zero, Cell);
bool nonAutonomousAtTargetInstall = false;
int cancellations = 0;
double targetQuantum = 0d;
var moveTo = new MoveToManager(
controller.Motion,
stopCompletely: () => { },
getPosition: () => controller.CellPosition,
getHeading: () => MoveToMath.HeadingFromYaw(controller.Yaw),
setHeading: (heading, _) => controller.Yaw = MoveToMath.YawFromHeading(heading),
getOwnRadius: () => 0.4f,
getOwnHeight: () => 1.8f,
contact: () => true,
isInterpolating: () => false,
getVelocity: () => Vector3.Zero,
getSelfId: () => Player,
setTarget: (_, topLevelId, radius, quantum) =>
{
Assert.Equal(Target, topLevelId);
Assert.Equal(0.5f, radius);
targetQuantum = quantum;
nonAutonomousAtTargetInstall =
controller.Motion.PhysicsObj?.LastMoveWasAutonomous == false;
},
clearTarget: () => { },
getTargetQuantum: () => targetQuantum,
setTargetQuantum: quantum => targetQuantum = quantum);
moveTo.MoveToCancelled = _ => cancellations++;
controller.MoveTo = moveTo;
// Prove the sink's explicit cancel occurs before its arm callback.
moveTo.MoveToPosition(
new Position(Cell, new Vector3(2f, 0f, 0f), Quaternion.Identity),
new MovementParameters { UseSpheres = false });
bool armedAfterCancellation = false;
var sink = new PlayerInteractionMovementSink(() => controller);
Assert.True(sink.BeginApproach(
Approach(closeRange),
() => armedAfterCancellation = cancellations == 1 && !moveTo.IsMovingTo()));
Assert.True(armedAfterCancellation);
Assert.True(nonAutonomousAtTargetInstall);
Assert.Equal(expectedType, moveTo.MovementTypeState);
Assert.Equal(Target, moveTo.SoughtObjectId);
Assert.Equal(Target, moveTo.TopLevelObjectId);
Assert.Equal(closeRange ? 0f : 0.75f, moveTo.SoughtObjectRadius);
Assert.Equal(closeRange ? 0f : 2.25f, moveTo.SoughtObjectHeight);
Assert.Equal(0.6f, moveTo.Params.DistanceToObject);
Assert.Equal(!closeRange, moveTo.Params.CanCharge);
}
private static InteractionApproach Approach(bool closeRange)
{
var entity = new WorldEntity
{
Id = 101u,
ServerGuid = Target,
SourceGfxObjOrSetupId = 0x0200_0001u,
Position = new Vector3(5f, 0f, 0f),
Rotation = Quaternion.Identity,
MeshRefs = [],
};
return new InteractionApproach(
new WorldInteractionTarget(Target, entity.Id, entity),
new PlayerInteractionPose(Cell, Vector3.Zero),
UseRadius: 0.6f,
IsCloseRange: closeRange,
CanCharge: !closeRange,
TargetRadius: 0.75f,
TargetHeight: 2.25f);
}
}