feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms

Resolver returns ScriptActivationInfo(ScriptId, PartTransforms) — one
dat lookup per spawn yields both pieces of info. The C.1.5a ServerGuid==0
guard is relaxed: activator now keys by ServerGuid when nonzero, else
entity.Id, so dat-hydrated entities (EnvCell statics, exterior stabs)
flow through the same code path as server-spawned ones. PartTransforms
pushed into ParticleHookSink before scheduling Play, closing the
activator side of #56.

GameWindow resolver lambda upgraded: now constructs ScriptActivationInfo
from setup.DefaultScript.DataId + SetupPartTransforms.Compute(setup),
swallowing dat-lookup throws the same way C.1.5a did.

Tests: 4 existing tests updated for new ScriptActivationInfo signature;
3 new tests cover entity.Id keying for dat-hydrated entities, end-to-end
part-transform pipeline (resolver → sink → particle world position), and
OnRemove with an arbitrary caller-picked key. 77 Vfx+Meshing+Activator
tests green.

GpuWorldState fire-site wiring (Task 4) lands next.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-12 00:02:16 +02:00
parent 11521f4418
commit 5ca5827abe
3 changed files with 216 additions and 53 deletions

View file

@ -1614,26 +1614,32 @@ public sealed class GameWindow : IDisposable
_textureCache!, SequencerFactory, _wbMeshAdapter!);
_wbEntitySpawnAdapter = wbEntitySpawnAdapter;
// Phase C.1.5a: construct EntityScriptActivator so server-spawned static
// entities (portals first) fire Setup.DefaultScript through the
// PhysicsScriptRunner on enter-world. _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.
uint ResolveDefaultScript(AcDream.Core.World.WorldEntity e)
// 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
// _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.
AcDream.App.Rendering.Vfx.ScriptActivationInfo? ResolveActivation(AcDream.Core.World.WorldEntity e)
{
try
{
var setup = capturedDats?.Get<DatReaderWriter.DBObjs.Setup>(e.SourceGfxObjOrSetupId);
return setup?.DefaultScript.DataId ?? 0u;
if (setup is null) return null;
uint scriptId = setup.DefaultScript.DataId;
if (scriptId == 0) return null;
var parts = AcDream.Core.Meshing.SetupPartTransforms.Compute(setup);
return new AcDream.App.Rendering.Vfx.ScriptActivationInfo(scriptId, parts);
}
catch
{
return 0u;
return null;
}
}
var entityScriptActivator = new AcDream.App.Rendering.Vfx.EntityScriptActivator(
_scriptRunner!, _particleSink!, ResolveDefaultScript);
_scriptRunner!, _particleSink!, ResolveActivation);
_entityScriptActivator = entityScriptActivator;
// Phase Post-A.5 #53 (Task 12): wire EntityClassificationCache.InvalidateLandblock