refactor(app): compose content effects and audio startup

Move Phase-2 startup behind typed composition/publication boundaries, replace the GameWindow-capturing PhysicsScript gate with a focused deferred source, and own animation-hook registrations reversibly. Make OpenAL construction and teardown transactional so every device, context, source, and buffer prefix is retryable without replay.
This commit is contained in:
Erik 2026-07-22 15:36:05 +02:00
parent 1d51e35c14
commit 60a1698ce7
12 changed files with 1901 additions and 152 deletions

View file

@ -22,7 +22,8 @@ namespace AcDream.App.Rendering.Vfx;
/// (<c>0x00513260</c>) and both <c>play_default_script</c> overloads
/// (<c>0x005132B0</c>, <c>0x00513300</c>).
/// </remarks>
public sealed class EntityEffectController : IAnimationHookSink
public sealed class EntityEffectController : IAnimationHookSink,
IEntityEffectAdvanceSource
{
private readonly LiveEntityRuntime _liveEntities;
private readonly PhysicsScriptRunner _runner;