refactor(ui): own retained controller lifetimes

This commit is contained in:
Erik 2026-07-10 23:35:26 +02:00
parent 921c388e2c
commit 5d9e98c118
21 changed files with 373 additions and 35 deletions

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@ -104,6 +104,13 @@ Plugins register retained gameplay markup through the BCL-only
`AcDream.Plugin.Abstractions.IUiRegistry`; they do not import App or ImGui
assemblies.
Every retained gameplay window has a typed `RetailWindowHandle` and at most one
`IRetainedPanelController` lifecycle owner. Multi-controller windows use
`RetainedPanelControllerGroup`; the manager disposes controllers exactly once in
reverse ownership order. `UiHost` removes Silk device subscriptions first, then
disposes the manager/controllers, then its GL renderer. `GameWindow.OnClosing`
tears this runtime down before session and game-state sources.
---
## Project Structure (current + target)

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@ -54,7 +54,7 @@ accepted-divergence entries (#96, #49, #50).
| IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` (window mgr: `UiRoot.cs` RegisterWindow/Show/Hide/Toggle/BringToFront — F12 inventory toggle IS retail-faithful) | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md |
| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
| IA-15 | D.2b gameplay UI is our own `UiHost`/`UiRoot` retained tree, not a byte-port of Keystone. `RetailWindowManager`/typed handles centralize registry, raise, focus/capture cleanup, lifecycle events, controller teardown, and schema-v2 per-character/per-resolution layout persistence; `RetailWindowFrame` is the single production/Studio mount contract for imported-chrome and shared-wrapper windows. Production LayoutDesc imports include vitals `0x2100006C`, chat `0x21000006`, toolbar `0x21000016`, character `0x2100002E`, inventory `0x21000023` plus mounted `0x21000024/22/21`, and radar `0x21000074`. | `src/AcDream.App/UI/RetailWindowManager.cs`; `src/AcDream.App/UI/RetailWindowLayoutPersistence.cs`; `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/Layout/LayoutImporter.cs`; production mounts in `GameWindow.cs` | Keystone has no matching PDB/decomp, so we preserve its observable ElementDesc/state/input behavior from DAT, named client call sites, and live evidence while using modern retained ownership. Real RenderSurfaces and imported element geometry remain the visual oracle. | Persistence is behaviorally reconstructed from `saveui/loadui` semantics rather than Keystone internals; lifecycle edge cases remain constrained by conformance tests instead of a byte-port | Production LayoutDesc objects; `docs/research/2026-06-15-layoutdesc-format.md`; Keystone behavior notes in `docs/research/retail-ui/` |
| IA-15 | D.2b gameplay UI is our own `UiHost`/`UiRoot` retained tree, not a byte-port of Keystone. `RetailWindowManager`/typed handles centralize registry, raise, focus/capture cleanup, lifecycle events, reverse-order grouped controller teardown, removable Silk input subscriptions, and schema-v2 per-character/per-resolution layout persistence; `RetailWindowFrame` is the single production/Studio mount contract for imported-chrome and shared-wrapper windows. Production LayoutDesc imports include vitals `0x2100006C`, chat `0x21000006`, toolbar `0x21000016`, character `0x2100002E`, inventory `0x21000023` plus mounted `0x21000024/22/21`, and radar `0x21000074`. | `src/AcDream.App/UI/RetailWindowManager.cs`; `src/AcDream.App/UI/RetainedPanelControllerGroup.cs`; `src/AcDream.App/UI/UiHost.cs`; `src/AcDream.App/UI/RetailWindowLayoutPersistence.cs`; `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/Layout/LayoutImporter.cs`; production mounts in `GameWindow.cs` | Keystone has no matching PDB/decomp, so we preserve its observable ElementDesc/state/input behavior from DAT, named client call sites, and live evidence while using modern retained ownership. Real RenderSurfaces and imported element geometry remain the visual oracle. | Persistence is behaviorally reconstructed from `saveui/loadui` semantics rather than Keystone internals; lifecycle edge cases remain constrained by conformance tests instead of a byte-port | Production LayoutDesc objects; `docs/research/2026-06-15-layoutdesc-format.md`; Keystone behavior notes in `docs/research/retail-ui/` |
| IA-17 | Toolbar chrome is toolkit-supplied through the central `RetailWindowFrame` mount (`UiCollapsibleFrame` 8-piece bevel) because LayoutDesc `0x21000016` carries no baked frame. It also supports a toolkit-defined collapse-to-one-row (bottom-edge resize snapping between a row-1-only and a two-row height, row-2 visibility tied to the stop) — retail's real collapse is keystone.dll (no decomp) and the DAT stacks both rows always. | `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/UiCollapsibleFrame.cs`; toolbar policy in `GameWindow.cs`; spec: `docs/superpowers/specs/2026-06-20-d2b-toolbar-collapse-design.md` | The central mount now owns wrapper geometry/registration uniformly; border-over-content prevents the row-2 right cap from poking through | The collapse stops remain a toolkit reconstruction rather than a byte-port of Keystone behavior | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) |
| IA-18 | Effect overlay tile (enum 0x10000005) is a `ReplaceColor` SURFACE SOURCE — pure-white pixels in the composited drag icon are replaced PER-PIXEL with the same (x,y) pixel of the effect tile (the SURFACE overload `SurfaceWindow::ReplaceColor` 0x004415b0), preserving the tile's texture/gradient; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior. **Anti-regression: do NOT re-implement this as a blit layer NOR as a flat-color replace (it is a per-pixel surface copy).** | `src/AcDream.App/UI/IconComposer.cs` (`ReplaceWhiteFromSurface`) | Faithful port of `IconData::RenderIcons` @407614 → the SURFACE overload `ReplaceColor` 0x004415b0 (`dst[x,y]=src[x,y]` where `dst==white`); confirmed via clean Ghidra decompile + named decomp + visual (the Energy Crystal's blue is a gradient, 2026-06-17). | A blit-layer or flat-color re-implementation would show the wrong effect look (no gradient) — the visual-verification regression that retired the mean-color approximation | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` SURFACE overload 0x004415b0:71656; `docs/research/2026-06-17-stateful-icon-RESOLVED.md` |

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@ -277,14 +277,20 @@ passed, 5 skipped.
### 2.4 Enforce controller teardown
- [ ] Apply the same `IRetainedPanelController : IDisposable` contract; allow plain
- [x] Apply the same `IRetainedPanelController : IDisposable` contract; allow plain
`IDisposable` only for controllers that genuinely have no visibility/focus reaction.
- [ ] Convert inline event lambdas to removable handlers/subscription tokens.
- [ ] Dispose controllers on runtime shutdown/rebind and test that relog/recreate
- [x] Convert inline event lambdas to removable handlers/subscription tokens.
- [x] Dispose controllers on runtime shutdown/rebind and test that relog/recreate
does not double-subscribe.
- [ ] Dispose controller subscriptions before session/data sources and before the
- [x] Dispose controller subscriptions before session/data sources and before the
UI host; make every disposal path idempotent.
**Acceptance (2026-07-10):** every subscribing retained controller is owned by its
typed window handle (toolbar/inventory use reverse-order controller groups), late
attachment is lifecycle-safe, Silk input handlers are removable, and shutdown
disposes the retained runtime before session sources. Recreate/disposal regression
tests pass; full suite green: 4,549 passed, 5 skipped.
### 2.5 Extract the composition block
- [ ] Create `RetailUiRuntime` and focused binding records.

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@ -93,3 +93,19 @@ compass/coordinates, `RadarSnapshotProvider` joins the existing `WorldEntity` +
and `UiRadar` only draws/handles retained interaction. `GameWindow` contains mount
and delegate wiring, not the feature body. See
`docs/research/2026-07-10-retail-radar-pseudocode.md`.
## 2026-07-10 retained window ownership
Every production retained window is registered through `RetailWindowManager` and
owned by a typed `RetailWindowHandle`. Controllers implement
`IRetainedPanelController`; windows with multiple focused controllers use
`RetainedPanelControllerGroup`, which forwards lifecycle in construction order and
disposes in reverse order exactly once. A controller created after a hidden mount
(inventory) is attached through `RetailWindowManager.AttachController`.
Controller event subscriptions must use removable named handlers or paired
subscribe/unsubscribe delegates. `UiHost.Dispose` first removes Silk mouse/keyboard
subscriptions, then disposes the manager/controllers, then the GL text renderer.
`GameWindow.OnClosing` disposes layout persistence and `UiHost` before live session
or game-state sources. This ordering is the recreate/relogin double-subscription
guard; do not reintroduce anonymous lifetime-bound event lambdas.

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@ -2158,6 +2158,7 @@ public sealed class GameWindow : IDisposable
ResizeY = false,
ConstrainDragToParent = true,
ContentClickThrough = false,
Controller = _radarController,
});
Console.WriteLine("[D.6] retail radar/compass from LayoutDesc 0x21000074.");
}
@ -2219,6 +2220,7 @@ public sealed class GameWindow : IDisposable
ResizeX = true,
ResizeY = true,
Opacity = 0.75f,
Controller = chatController,
StateController = chatController,
});
chatController.AttachWindow(chatHandle);
@ -2346,7 +2348,9 @@ public sealed class GameWindow : IDisposable
_selectedObjectController = AcDream.App.UI.Layout.SelectedObjectController.Bind(
toolbarLayout,
subscribeSelectionChanged: h => SelectionChanged += h,
unsubscribeSelectionChanged: h => SelectionChanged -= h,
subscribeHealthChanged: h => Combat.HealthChanged += h,
unsubscribeHealthChanged: h => Combat.HealthChanged -= h,
isHealthTarget: IsHealthBarTarget,
name: g => Objects.Get(g)?.Name,
healthPercent: g => Combat.GetHealthPercent(g),
@ -2380,6 +2384,9 @@ public sealed class GameWindow : IDisposable
| AcDream.App.UI.AnchorEdges.Top
| AcDream.App.UI.AnchorEdges.Right,
ContentClickThrough = true,
Controller = new AcDream.App.UI.RetainedPanelControllerGroup(
_toolbarController,
_selectedObjectController),
});
var toolbarFrame = (AcDream.App.UI.UiCollapsibleFrame)toolbarHandle.OuterFrame;
@ -2578,6 +2585,12 @@ public sealed class GameWindow : IDisposable
datFont: vitalsDatFont,
itemInteraction: _itemInteractionController); // Slice 2: caption the "Slots" toggle button
_uiHost.WindowManager.AttachController(
AcDream.App.UI.WindowNames.Inventory,
new AcDream.App.UI.RetainedPanelControllerGroup(
_inventoryController,
_paperdollController));
// Slice 2: capture the doll viewport widget (Type 0xD, element 0x100001D5) + the inventory
// frame so the per-frame pre-UI hook can render the 3-D doll into the widget's texture only
// when the window is open and in doll-view. The renderer itself is built after the
@ -14024,6 +14037,14 @@ public sealed class GameWindow : IDisposable
private void OnClosing()
{
// Retained controllers subscribe to session-owned object/selection/combat sources.
// Tear their window-manager ownership down first, while every source and GL-backed
// UI resource is still alive. UiHost disposes controllers before its renderer.
_windowLayoutPersistence?.Dispose();
_windowLayoutPersistence = null;
_uiHost?.Dispose();
_uiHost = null;
// Phase A.1: join the streamer worker thread before tearing down GL
// state. The worker may still be processing a load job that references
// _dats; Dispose cancels the token and waits up to 2s for the thread.
@ -14051,9 +14072,6 @@ public sealed class GameWindow : IDisposable
_paperdollViewportRenderer?.Dispose(); // Slice 2: the doll's off-screen FBO + textures
_particleRenderer?.Dispose();
_debugLines?.Dispose();
_windowLayoutPersistence?.Dispose();
_windowLayoutPersistence = null;
_uiHost?.Dispose();
_textRenderer?.Dispose();
_debugFont?.Dispose();
_frameProfiler.Dispose(); // MP0: releases the GpuFrameTimer query ring

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@ -10,10 +10,10 @@ namespace AcDream.App.UI;
public interface IRetainedPanelController : IDisposable
{
/// <summary>Called once for each hidden-to-shown transition.</summary>
void OnShown();
void OnShown() { }
/// <summary>Called once for each shown-to-hidden transition.</summary>
void OnHidden();
void OnHidden() { }
/// <summary>
/// Called when keyboard focus enters, leaves, or moves within this window.

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@ -24,9 +24,10 @@ namespace AcDream.App.UI.Layout;
/// and bound in place.
/// </para>
/// </summary>
public sealed class ChatWindowController : IRetainedWindowStateController
public sealed class ChatWindowController : IRetainedWindowStateController, IRetainedPanelController
{
public const uint LayoutId = 0x21000006u;
private bool _disposed;
// Element ids from chat LayoutDesc 0x21000006 (confirmed in Task D/G1).
private const uint RootId = 0x1000000Eu;
@ -509,4 +510,10 @@ public sealed class ChatWindowController : IRetainedWindowStateController
ChatKind.Combat => new(0.96f, 0.459f, 0.447f, 1f), // colorLightRed
_ => new(0.824f, 0.824f, 0.784f, 1f), // colorGrey (fallback)
};
public void Dispose()
{
if (_disposed) return;
_disposed = true;
}
}

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@ -12,7 +12,7 @@ namespace AcDream.App.UI.Layout;
/// Container-switching is live (click a side bag → Use 0x0036 → ViewContents 0x0196 full-replace);
/// drag-into-bag / wield-drop wire are later sub-phases.
/// </summary>
public sealed class InventoryController : IItemListDragHandler
public sealed class InventoryController : IItemListDragHandler, IRetainedPanelController
{
// Element ids — spec §1 (dat dump of 0x21000022 / 0x21000021 + the *::PostInit binds).
public const uint ContentsGridId = 0x100001C6u; // gm3DItemsUI m_itemList ("Contents of Backpack")
@ -58,6 +58,7 @@ public sealed class InventoryController : IItemListDragHandler
private readonly Action<uint>? _sendNoLongerViewing;
private readonly Action<uint, uint, int>? _sendPutItemInContainer; // (item, container, placement)
private readonly ItemInteractionController? _itemInteraction;
private bool _disposed;
// ACE PropertyInt ids read by retail InqLoad (decomp 0x0058f130: InqInt(5)/InqInt(0xe6)).
private const uint EncumbranceValProperty = 5u; // total carried burden
@ -528,6 +529,8 @@ public sealed class InventoryController : IItemListDragHandler
/// <summary>Detach event handlers (idempotent).</summary>
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_objects.ObjectAdded -= OnObjectChanged;
_objects.ObjectMoved -= OnObjectMoved;
_objects.ObjectRemoved -= OnObjectChanged;

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@ -12,7 +12,7 @@ namespace AcDream.App.UI.Layout;
/// 175480 / 173620). Slice 1: equip slots only — no 3D doll viewport (that's Slice 2).
/// Unwield is handled by InventoryController (dragging an equipped item onto the pack grid).
/// </summary>
public sealed class PaperdollController : IItemListDragHandler
public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelController
{
// ── Slots-toggle public surface ───────────────────────────────────────────────────────────────
/// <summary>
@ -82,6 +82,7 @@ public sealed class PaperdollController : IItemListDragHandler
private readonly PaperdollViewState _viewState = new();
private readonly List<UiItemList> _armorSlots = new();
private UiElement? _dollViewport; // UiViewport wired in Slice 3; UiElement? keeps this task independent
private bool _disposed;
private PaperdollController(
ImportedLayout layout, ClientObjectTable objects, Func<uint> playerGuid,
@ -244,6 +245,8 @@ public sealed class PaperdollController : IItemListDragHandler
/// <summary>Detach event handlers (idempotent).</summary>
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_objects.ObjectAdded -= OnObjectChanged;
_objects.ObjectMoved -= OnObjectMoved;
_objects.ObjectRemoved -= OnObjectChanged;

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@ -11,7 +11,7 @@ namespace AcDream.App.UI.Layout;
/// LayoutDesc <c>0x21000074</c> tree. Like the other gm* controllers, this class only
/// finds children by retail id and attaches live providers; it does not recreate DAT chrome.
/// </summary>
public sealed class RadarController
public sealed class RadarController : IRetainedPanelController
{
public const uint LayoutId = 0x21000074u;
/// <summary>Production layout property 0x1000002D, recovered directly from the retail DAT.</summary>
@ -39,6 +39,7 @@ public sealed class RadarController
private string? _lastCoordinates;
private bool _coordinatesInitialized;
private bool? _lastUiLocked;
private bool _disposed;
private RadarController(
ImportedLayout layout,
@ -235,6 +236,17 @@ public sealed class RadarController
? Array.Empty<UiText.Line>()
: new[] { new UiText.Line(_lastCoordinates, CoordinateColor) };
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_radar.SnapshotProvider = null;
_radar.SelectObject = null;
_radar.HoveredObjectChanged = null;
if (_lockButton is not null)
_lockButton.OnClick = null;
}
private readonly record struct CompassToken(
UiElement? Element,
float Magnitude,

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@ -41,7 +41,7 @@ namespace AcDream.App.UI.Layout;
/// the gate only affects whether we proactively query; recorded in the divergence register.
/// </para>
/// </summary>
public sealed class SelectedObjectController
public sealed class SelectedObjectController : IRetainedPanelController
{
// ── Element ids (toolbar LayoutDesc 0x21000016) ─────────────────────────
/// <summary>Selected-object container / field element id (retail m_pSelObjectField).</summary>
@ -82,11 +82,14 @@ public sealed class SelectedObjectController
private readonly Func<uint, bool> _hasHealth;
private readonly Func<uint, uint> _stackSize;
private readonly Action<uint> _sendQueryHealth;
private readonly Action<Action<uint?>> _unsubscribeSelectionChanged;
private readonly Action<Action<uint, float>> _unsubscribeHealthChanged;
// ── Live state (read by closures on the per-frame draw path) ────────────
private uint? _current;
private string? _currentName;
private double _flashRemaining; // > 0 while the selection overlay is flashing
private bool _disposed;
/// <summary>White label color for the name line.</summary>
private static readonly Vector4 NameColor = new(1f, 1f, 1f, 1f);
@ -94,7 +97,9 @@ public sealed class SelectedObjectController
private SelectedObjectController(
ImportedLayout layout,
Action<Action<uint?>> subscribeSelectionChanged,
Action<Action<uint?>> unsubscribeSelectionChanged,
Action<Action<uint, float>> subscribeHealthChanged,
Action<Action<uint, float>> unsubscribeHealthChanged,
Func<uint, bool> isHealthTarget,
Func<uint, string?> name,
Func<uint, float> healthPercent,
@ -109,6 +114,8 @@ public sealed class SelectedObjectController
_hasHealth = hasHealth;
_stackSize = stackSize;
_sendQueryHealth = sendQueryHealth;
_unsubscribeSelectionChanged = unsubscribeSelectionChanged;
_unsubscribeHealthChanged = unsubscribeHealthChanged;
// Find elements — silently skip absent ones (partial/test layouts).
_name = layout.FindElement(NameId);
@ -189,7 +196,9 @@ public sealed class SelectedObjectController
public static SelectedObjectController Bind(
ImportedLayout layout,
Action<Action<uint?>> subscribeSelectionChanged,
Action<Action<uint?>> unsubscribeSelectionChanged,
Action<Action<uint, float>> subscribeHealthChanged,
Action<Action<uint, float>> unsubscribeHealthChanged,
Func<uint, bool> isHealthTarget,
Func<uint, string?> name,
Func<uint, float> healthPercent,
@ -198,7 +207,8 @@ public sealed class SelectedObjectController
Action<uint> sendQueryHealth,
UiDatFont? datFont)
=> new SelectedObjectController(
layout, subscribeSelectionChanged, subscribeHealthChanged,
layout, subscribeSelectionChanged, unsubscribeSelectionChanged,
subscribeHealthChanged, unsubscribeHealthChanged,
isHealthTarget, name, healthPercent, hasHealth, stackSize, sendQueryHealth, datFont);
/// <summary>
@ -268,4 +278,12 @@ public sealed class SelectedObjectController
{
_overlay?.TrySetRetailState(state);
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_unsubscribeSelectionChanged(OnSelectionChanged);
_unsubscribeHealthChanged(OnHealthChanged);
}
}

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@ -23,7 +23,7 @@ namespace AcDream.App.UI.Layout;
/// <c>CreateObject</c> resolves a formerly-unknown guid.
/// </para>
/// </summary>
public sealed class ToolbarController : IItemListDragHandler
public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelController
{
// Slot element ids in slot-index order (toolbar LayoutDesc 0x21000016, pre-dump).
// Row 1 = slots 0-8 (0x100001A7..0x100001AF), Row 2 = slots 9-17 (0x100006B7..0x100006BF).
@ -62,6 +62,7 @@ public sealed class ToolbarController : IItemListDragHandler
private readonly UiButton? _characterButton;
private readonly UiButton? _inventoryButton;
private readonly ClientObjectTable _repo;
private readonly CombatState? _combatState;
private readonly Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex
private readonly Action<uint> _useItem; // guid → fire UseObject
@ -70,6 +71,7 @@ public sealed class ToolbarController : IItemListDragHandler
private readonly Action<uint, uint>? _sendAddShortcut; // (index, objectGuid)
private readonly Action<uint>? _sendRemoveShortcut; // (index)
private readonly ItemInteractionController? _itemInteraction;
private bool _disposed;
// Digit sprite DID arrays for slot labels (top row, numbers 1-9).
// Read from LayoutDesc 0x21000037, element 0x1000034A under composite 0x10000346.
@ -98,6 +100,7 @@ public sealed class ToolbarController : IItemListDragHandler
Action<uint>? sendRemoveShortcut = null)
{
_repo = repo;
_combatState = combatState;
_shortcuts = shortcuts;
_iconIds = iconIds;
_useItem = useItem;
@ -141,15 +144,21 @@ public sealed class ToolbarController : IItemListDragHandler
SetCombatMode(CombatMode.NonCombat);
// Wire live combat-mode changes if a CombatState was provided.
if (combatState is not null)
combatState.CombatModeChanged += SetCombatMode;
if (_combatState is not null)
_combatState.CombatModeChanged += SetCombatMode;
// D.5.4: the table now holds ALL objects (creatures, NPCs, etc.), so filter
// to our 18 shortcut guids — else every creature spawn in a busy zone
// needlessly re-populates the bar (gmToolbarUI::SetDelayedShortcutNum pattern).
repo.ObjectAdded += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); };
repo.ObjectUpdated += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); };
repo.ObjectRemoved += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); };
repo.ObjectAdded += OnRepositoryObjectChanged;
repo.ObjectUpdated += OnRepositoryObjectChanged;
repo.ObjectRemoved += OnRepositoryObjectChanged;
}
private void OnRepositoryObjectChanged(ClientObject obj)
{
if (IsShortcutGuid(obj.ObjectId))
Populate();
}
/// <summary>
@ -409,4 +418,16 @@ public sealed class ToolbarController : IItemListDragHandler
}
Populate();
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
if (_combatState is not null)
_combatState.CombatModeChanged -= SetCombatMode;
_repo.ObjectAdded -= OnRepositoryObjectChanged;
_repo.ObjectUpdated -= OnRepositoryObjectChanged;
_repo.ObjectRemoved -= OnRepositoryObjectChanged;
}
}

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@ -38,6 +38,9 @@ synthesis + six deep-dive docs under
geometry events, lock propagation, and controller teardown.
- `IRetainedPanelController.cs` — disposable lifecycle contract for
panel-specific show/hide and descendant-focus behavior.
- `RetainedPanelControllerGroup.cs` — one typed lifecycle owner for windows
whose imported subtree is bound by multiple focused controllers; teardown is
idempotent and runs in reverse construction order.
- `RetailWindowLayoutPersistence.cs` / `IRetainedWindowStateController.cs`
per-character/per-resolution bounds, visibility, collapse/maximize, legacy
migration, and safe resolution-clamped restore.
@ -45,7 +48,8 @@ synthesis + six deep-dive docs under
contract for imported-chrome and shared-wrapper windows.
- `UiHost.cs` — one-shot wrapper: owns the `UiRoot`, a `TextRenderer`,
and a default `BitmapFont`. Provides `WireMouse` / `WireKeyboard`
helpers for Silk.NET plumbing.
helpers for Silk.NET plumbing and removes those device subscriptions before
disposing the window manager/controllers and renderer.
## Integration pattern

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@ -34,7 +34,7 @@ public sealed class RetailWindowHandle
public string Name { get; }
public UiElement OuterFrame { get; }
public UiElement ContentRoot { get; }
public IRetainedPanelController? Controller { get; }
public IRetainedPanelController? Controller { get; private set; }
public IRetainedWindowStateController? StateController { get; }
public bool IsRegistered => !_disposed;
public bool IsVisible => OuterFrame.Visible;
@ -70,6 +70,19 @@ public sealed class RetailWindowHandle
Controller?.OnShown();
}
internal void AttachController(IRetainedPanelController controller)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ArgumentNullException.ThrowIfNull(controller);
if (ReferenceEquals(Controller, controller)) return;
if (Controller is not null)
throw new InvalidOperationException($"Retained window '{Name}' already owns a controller.");
Controller = controller;
if (_notifiedVisible)
Controller.OnShown();
}
internal void NotifyVisibility(bool visible)
{
if (_notifiedVisible == visible) return;

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@ -80,6 +80,16 @@ public sealed class RetailWindowManager : IDisposable
public bool TryGet(string name, out RetailWindowHandle handle)
=> _byName.TryGetValue(name, out handle!);
public void AttachController(string name, IRetainedPanelController controller)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ArgumentException.ThrowIfNullOrWhiteSpace(name);
ArgumentNullException.ThrowIfNull(controller);
if (!_byName.TryGetValue(name, out var handle))
throw new KeyNotFoundException($"No retained window named '{name}' is registered.");
handle.AttachController(controller);
}
internal bool TryGet(UiElement outerFrame, out RetailWindowHandle handle)
=> _byFrame.TryGetValue(outerFrame, out handle!);

View file

@ -0,0 +1,52 @@
using System;
namespace AcDream.App.UI;
/// <summary>
/// Gives one retained window a single lifecycle owner when its imported subtree
/// is bound by multiple focused controllers (for example toolbar+selection or
/// inventory+paperdoll). Teardown runs in reverse construction order and is
/// idempotent.
/// </summary>
public sealed class RetainedPanelControllerGroup : IRetainedPanelController
{
private readonly IRetainedPanelController[] _controllers;
private bool _disposed;
public RetainedPanelControllerGroup(params IRetainedPanelController[] controllers)
{
ArgumentNullException.ThrowIfNull(controllers);
_controllers = (IRetainedPanelController[])controllers.Clone();
for (int i = 0; i < _controllers.Length; i++)
ArgumentNullException.ThrowIfNull(_controllers[i]);
}
public void OnShown()
{
if (_disposed) return;
for (int i = 0; i < _controllers.Length; i++)
_controllers[i].OnShown();
}
public void OnHidden()
{
if (_disposed) return;
for (int i = _controllers.Length - 1; i >= 0; i--)
_controllers[i].OnHidden();
}
public void OnDescendantFocusChanged(UiElement? focusedDescendant)
{
if (_disposed) return;
for (int i = 0; i < _controllers.Length; i++)
_controllers[i].OnDescendantFocusChanged(focusedDescendant);
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
for (int i = _controllers.Length - 1; i >= 0; i--)
_controllers[i].Dispose();
}
}

View file

@ -1,3 +1,4 @@
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using Silk.NET.Input;
@ -48,6 +49,8 @@ public sealed class UiHost : System.IDisposable
public IKeyboard? Keyboard { get; private set; }
private long _startTicks = System.Environment.TickCount64;
private readonly List<System.Action> _inputUnsubscribers = new();
private bool _disposed;
public UiHost(GL gl, string shaderDir, BitmapFont? defaultFont = null)
{
@ -78,22 +81,48 @@ public sealed class UiHost : System.IDisposable
public void WireMouse(IMouse mouse)
{
mouse.MouseDown += (_, b) =>
Root.OnMouseDown(MapButton(b), (int)mouse.Position.X, (int)mouse.Position.Y);
mouse.MouseUp += (_, b) =>
Root.OnMouseUp(MapButton(b), (int)mouse.Position.X, (int)mouse.Position.Y);
mouse.MouseMove += (_, p) =>
Root.OnMouseMove((int)p.X, (int)p.Y);
mouse.Scroll += (_, s) =>
Root.OnScroll((int)s.Y);
System.ObjectDisposedException.ThrowIf(_disposed, this);
System.ArgumentNullException.ThrowIfNull(mouse);
void OnMouseDown(IMouse sender, MouseButton button) =>
Root.OnMouseDown(MapButton(button), (int)sender.Position.X, (int)sender.Position.Y);
void OnMouseUp(IMouse sender, MouseButton button) =>
Root.OnMouseUp(MapButton(button), (int)sender.Position.X, (int)sender.Position.Y);
void OnMouseMove(IMouse sender, Vector2 position) =>
Root.OnMouseMove((int)position.X, (int)position.Y);
void OnScroll(IMouse sender, ScrollWheel scroll) => Root.OnScroll((int)scroll.Y);
mouse.MouseDown += OnMouseDown;
mouse.MouseUp += OnMouseUp;
mouse.MouseMove += OnMouseMove;
mouse.Scroll += OnScroll;
_inputUnsubscribers.Add(() =>
{
mouse.MouseDown -= OnMouseDown;
mouse.MouseUp -= OnMouseUp;
mouse.MouseMove -= OnMouseMove;
mouse.Scroll -= OnScroll;
});
}
public void WireKeyboard(IKeyboard kb)
{
System.ObjectDisposedException.ThrowIf(_disposed, this);
System.ArgumentNullException.ThrowIfNull(kb);
Keyboard = kb; // last wired keyboard wins (one-keyboard desktop)
kb.KeyDown += (_, k, _) => Root.OnKeyDown((int)k);
kb.KeyUp += (_, k, _) => Root.OnKeyUp((int)k);
kb.KeyChar += (_, c) => Root.OnChar(c);
void OnKeyDown(IKeyboard sender, Key key, int scanCode) => Root.OnKeyDown((int)key);
void OnKeyUp(IKeyboard sender, Key key, int scanCode) => Root.OnKeyUp((int)key);
void OnKeyChar(IKeyboard sender, char value) => Root.OnChar(value);
kb.KeyDown += OnKeyDown;
kb.KeyUp += OnKeyUp;
kb.KeyChar += OnKeyChar;
_inputUnsubscribers.Add(() =>
{
kb.KeyDown -= OnKeyDown;
kb.KeyUp -= OnKeyUp;
kb.KeyChar -= OnKeyChar;
});
}
private static UiMouseButton MapButton(MouseButton b) => b switch
@ -133,6 +162,12 @@ public sealed class UiHost : System.IDisposable
public void Dispose()
{
if (_disposed) return;
_disposed = true;
for (int i = _inputUnsubscribers.Count - 1; i >= 0; i--)
_inputUnsubscribers[i]();
_inputUnsubscribers.Clear();
Keyboard = null;
WindowManager.Dispose();
TextRenderer.Dispose();
}

View file

@ -82,7 +82,15 @@ public class SelectedObjectControllerTests
=> SelectedObjectController.Bind(
layout,
subscribeSelectionChanged: h => SelectionHandler = h,
unsubscribeSelectionChanged: h =>
{
if (SelectionHandler == h) SelectionHandler = null;
},
subscribeHealthChanged: h => HealthHandler = h,
unsubscribeHealthChanged: h =>
{
if (HealthHandler == h) HealthHandler = null;
},
isHealthTarget: g => HealthTargetMap.TryGetValue(g, out var v) && v,
name: g => NameMap.TryGetValue(g, out var v) ? v : null,
healthPercent: g => HealthMap.TryGetValue(g, out var v) ? v : 1f,
@ -403,4 +411,23 @@ public class SelectedObjectControllerTests
h.FireSelection(null);
Assert.Equal(0f, healthMeterEl.Fill() ?? 0f);
}
[Fact]
public void Dispose_UnsubscribesBothHandlers_AndIsIdempotent()
{
var (layout, _, _, healthMeterEl) = FakeLayout();
var h = new Harness();
h.HealthTargetMap[0xAA09u] = true;
var controller = h.Bind(layout);
controller.Dispose();
controller.Dispose();
h.FireSelection(0xAA09u);
h.FireHealth(0xAA09u, 0.5f);
Assert.Null(h.SelectionHandler);
Assert.Null(h.HealthHandler);
Assert.False(healthMeterEl.Visible);
Assert.Empty(h.QueryHealthCalls);
}
}

View file

@ -98,6 +98,28 @@ public class ToolbarControllerTests
Assert.Equal(0x5002u, slots[Row1[2]].Cell.ItemId); // rebound on ItemAdded
}
[Fact]
public void Dispose_UnsubscribesDeferredRebind_AndIsIdempotent()
{
var (layout, slots, _) = FakeToolbar();
var repo = new ClientObjectTable();
var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
{ new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) };
var controller = ToolbarController.Bind(layout, repo, () => shortcuts,
iconIds: (_,_,_,_,_) => 0x88u, useItem: _ => { });
controller.Dispose();
controller.Dispose();
repo.AddOrUpdate(new ClientObject
{
ObjectId = 0x5002u,
WeenieClassId = 1u,
IconId = 0x06005678u,
});
Assert.Equal(0u, slots[Row1[2]].Cell.ItemId);
}
[Fact]
public void Click_emitsUseForBoundItem()
{

View file

@ -179,6 +179,28 @@ public sealed class RetailWindowManagerTests
Assert.Equal(1, secondController.DisposeCount);
}
[Fact]
public void AttachController_AfterRegistration_DeliversVisibilityAndOwnsDisposal()
{
var root = new UiRoot { Width = 800, Height = 600 };
var frame = new UiPanel { Width = 100, Height = 100 };
root.AddChild(frame);
RetailWindowHandle handle = root.RegisterWindow("inventory", frame);
var controller = new RecordingController();
root.WindowManager.AttachController("inventory", controller);
Assert.Same(controller, handle.Controller);
Assert.Equal(1, controller.ShownCount);
Assert.Throws<InvalidOperationException>(() =>
root.WindowManager.AttachController("inventory", new RecordingController()));
root.WindowManager.Dispose();
root.WindowManager.Dispose();
Assert.Equal(1, controller.HiddenCount);
Assert.Equal(1, controller.DisposeCount);
}
private sealed class RecordingController : IRetainedPanelController
{
public int ShownCount { get; private set; }

View file

@ -0,0 +1,42 @@
using System.Collections.Generic;
using AcDream.App.UI;
namespace AcDream.App.Tests.UI;
public sealed class RetainedPanelControllerGroupTests
{
[Fact]
public void Lifecycle_ForwardsInOwnershipOrder_AndDisposesInReverseExactlyOnce()
{
var calls = new List<string>();
var first = new RecordingController("first", calls);
var second = new RecordingController("second", calls);
var group = new RetainedPanelControllerGroup(first, second);
var focus = new UiPanel();
group.OnShown();
group.OnDescendantFocusChanged(focus);
group.OnHidden();
group.Dispose();
group.Dispose();
Assert.Equal(
[
"first:shown", "second:shown",
"first:focus", "second:focus",
"second:hidden", "first:hidden",
"second:dispose", "first:dispose",
], calls);
}
private sealed class RecordingController(
string name,
List<string> calls) : IRetainedPanelController
{
public void OnShown() => calls.Add($"{name}:shown");
public void OnHidden() => calls.Add($"{name}:hidden");
public void OnDescendantFocusChanged(UiElement? focusedDescendant)
=> calls.Add($"{name}:focus");
public void Dispose() => calls.Add($"{name}:dispose");
}
}