fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks. Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state. Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration. Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates. Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
parent
b26f84cc69
commit
7b7ffcd278
36 changed files with 3884 additions and 761 deletions
|
|
@ -222,13 +222,13 @@ internal sealed class AutoWieldController : IDisposable
|
|||
return true;
|
||||
}
|
||||
|
||||
private void OnObjectMoved(ClientObject item, uint _, uint newContainerId)
|
||||
private void OnObjectMoved(ClientObjectMove move)
|
||||
{
|
||||
if (_pendingSwitch is not { } pending
|
||||
|| pending.BlockingItemId == 0
|
||||
|| item.ObjectId != pending.BlockingItemId
|
||||
|| newContainerId != _playerGuid()
|
||||
|| item.CurrentlyEquippedLocation != EquipMask.None)
|
||||
|| move.ItemId != pending.BlockingItemId
|
||||
|| move.Current.ContainerId != _playerGuid()
|
||||
|| move.Current.EquipLocation != EquipMask.None)
|
||||
return;
|
||||
|
||||
// Clear before re-entry: the second AutoWield pass must see the newly
|
||||
|
|
@ -238,10 +238,10 @@ internal sealed class AutoWieldController : IDisposable
|
|||
TryWield(requested, pending.RequestedMask);
|
||||
}
|
||||
|
||||
private void OnWieldConfirmed(ClientObject item)
|
||||
private void OnWieldConfirmed(uint itemId)
|
||||
{
|
||||
if (_pendingSwitch is { BlockingItemId: 0 } pending
|
||||
&& item.ObjectId == pending.RequestedItemId)
|
||||
&& itemId == pending.RequestedItemId)
|
||||
_pendingSwitch = null;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue