feat(D.5.4): ObjectTableWiring (CreateObject=upsert, Delete=evict, 0x02CE) off GameWindow

CreateObject ingestion moves to Core.Net; GameWindow drops the EnrichItem call +
inline 0x02CE handler. Fixes the Coldeve blank-icon root cause: items with no PD
stub are now created, not dropped.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-18 16:24:58 +02:00
parent 2e3f209707
commit 82f5968316
3 changed files with 158 additions and 15 deletions

View file

@ -2357,6 +2357,10 @@ public sealed class GameWindow : IDisposable
private void WireLiveSessionEvents(AcDream.Core.Net.WorldSession session)
{
_liveSession = session;
// D.5.4: ingest CreateObject into the object table (upsert) and wire Delete +
// UiEffects live update. Wire BEFORE EntitySpawned += OnLiveEntitySpawned so
// the table is populated before the render handler runs.
AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects);
_liveSession.EntitySpawned += OnLiveEntitySpawned;
_liveSession.EntityDeleted += OnLiveEntityDeleted;
_liveSession.MotionUpdated += OnLiveMotionUpdated;
@ -2632,13 +2636,6 @@ public sealed class GameWindow : IDisposable
_liveSession.VitalCurrentUpdated += v =>
LocalPlayer.OnVitalCurrent(v.VitalId, v.Current);
// D.5.2: live PublicUpdatePropertyInt(0x02CE). Route UiEffects (18) to the item
// repository so a draining/charging item re-composites its icon in real time.
_liveSession.ObjectIntPropertyUpdated += u =>
{
if (u.Property == AcDream.Core.Items.ClientObjectTable.UiEffectsPropertyId)
Objects.UpdateIntProperty(u.Guid, u.Property, u.Value);
};
}
/// <summary>
@ -2648,14 +2645,6 @@ public sealed class GameWindow : IDisposable
/// </summary>
private void OnLiveEntitySpawned(AcDream.Core.Net.WorldSession.EntitySpawn spawn)
{
// D.5.1: enrich a known inventory/equipped item (stubbed from PlayerDescription)
// with the icon/name/type its CreateObject carries, so the toolbar can render it.
// D.5.1 (2026-06-17): also pass overlay/underlay ids from the extended
// WeenieHeader tail so IconComposer composites all icon layers.
Objects.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty,
(AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0),
spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects);
// Phase A.1 hotfix: live CreateObject handler reads dats extensively
// (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned
// entity. All of it must run under the dat lock so it doesn't race

View file

@ -0,0 +1,57 @@
using AcDream.Core.Items;
namespace AcDream.Core.Net;
/// <summary>
/// Wires WorldSession GameMessage-level object events into the client object
/// table: CreateObject (0xF745) = canonical merge-upsert, DeleteObject (0xF747)
/// = evict, PublicUpdatePropertyInt (0x02CE) UiEffects = live icon re-composite.
/// Keeps object ingestion in Core.Net (pure data, no GL) and off GameWindow.
/// Retail: ACCObjectMaint::CreateObject / DeleteObject (the weenie_object_table side).
/// </summary>
public static class ObjectTableWiring
{
/// <summary>
/// Subscribe <paramref name="table"/> to the three object-lifecycle events
/// on <paramref name="session"/>. Call this BEFORE the render handler subscribes
/// to EntitySpawned so the table is populated before the render path runs.
/// </summary>
public static void Wire(WorldSession session, ClientObjectTable table)
{
ArgumentNullException.ThrowIfNull(session);
ArgumentNullException.ThrowIfNull(table);
session.EntitySpawned += s => table.Ingest(ToWeenieData(s));
session.EntityDeleted += d => table.Remove(d.Guid);
session.ObjectIntPropertyUpdated += u =>
{
if (u.Property == ClientObjectTable.UiEffectsPropertyId)
table.UpdateIntProperty(u.Guid, u.Property, u.Value);
};
}
/// <summary>Translate the wire spawn into the table's merge patch.</summary>
public static WeenieData ToWeenieData(WorldSession.EntitySpawn s) => new(
Guid: s.Guid,
Name: s.Name,
Type: s.ItemType is { } it ? (ItemType)it : (ItemType?)null,
WeenieClassId: s.WeenieClassId,
IconId: s.IconId,
IconOverlayId: s.IconOverlayId,
IconUnderlayId: s.IconUnderlayId,
Effects: s.UiEffects,
Value: s.Value,
StackSize: s.StackSize,
StackSizeMax: s.StackSizeMax,
Burden: s.Burden,
ContainerId: s.ContainerId,
WielderId: s.WielderId,
ValidLocations: s.ValidLocations,
CurrentWieldedLocation: s.CurrentWieldedLocation,
Priority: s.Priority,
ItemsCapacity: s.ItemsCapacity,
ContainersCapacity: s.ContainersCapacity,
Structure: s.Structure,
MaxStructure: s.MaxStructure,
Workmanship: s.Workmanship);
}

View file

@ -0,0 +1,97 @@
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests;
/// <summary>
/// D.5.4 Task 7 — ObjectTableWiring.
///
/// Integration test is omitted: WorldSession.EntitySpawned has no internal
/// test seam to fire it without a real Tick + packet bytes, so subscription
/// correctness is covered by build (type-checks) + the live run. Only the
/// pure mapping (ToWeenieData) is unit-tested here.
/// </summary>
public sealed class ObjectTableWiringTests
{
[Fact]
public void ToWeenieData_CopiesFieldsFromSpawn()
{
// Every EntitySpawn item field is set to a DISTINCT recognisable value so
// a positional transposition in ObjectTableWiring.ToWeenieData would trip
// at least one Assert. All 22 WeenieData fields are verified below.
var spawn = new WorldSession.EntitySpawn(
Guid: 0x00000600u,
Position: null,
SetupTableId: null,
AnimPartChanges: System.Array.Empty<CreateObject.AnimPartChange>(),
TextureChanges: System.Array.Empty<CreateObject.TextureChange>(),
SubPalettes: System.Array.Empty<CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: null,
Name: "Iron Sword",
ItemType: (uint)ItemType.MeleeWeapon,
MotionState: null,
MotionTableId: null)
with
{
WeenieClassId = 0x00001001u,
IconId = 0x06001111u,
IconOverlayId = 0x06002222u,
IconUnderlayId = 0x06003333u,
UiEffects = 0x00000004u,
Value = 7,
StackSize = 1,
StackSizeMax = 1,
Burden = 300,
ContainerId = 0x000000C9u,
WielderId = 0x000000DAu,
ValidLocations = 0x00000012u, // MeleeWeapon wield mask
CurrentWieldedLocation = 0x00000002u, // right-hand
Priority = 0x00000005u,
ItemsCapacity = 0,
ContainersCapacity = 0,
Structure = 80,
MaxStructure = 100,
Workmanship = 4.5f,
};
var d = ObjectTableWiring.ToWeenieData(spawn);
// --- identity ---
Assert.Equal(0x00000600u, d.Guid);
Assert.Equal("Iron Sword", d.Name);
Assert.Equal(ItemType.MeleeWeapon, d.Type);
// --- weenie / icon ---
Assert.Equal(0x00001001u, d.WeenieClassId);
Assert.Equal(0x06001111u, d.IconId);
Assert.Equal(0x06002222u, d.IconOverlayId);
Assert.Equal(0x06003333u, d.IconUnderlayId);
Assert.Equal(0x00000004u, d.Effects);
// --- quantity / economy ---
Assert.Equal(7, d.Value);
Assert.Equal(1, d.StackSize);
Assert.Equal(1, d.StackSizeMax);
Assert.Equal(300, d.Burden);
// --- container / wielder ---
Assert.Equal(0x000000C9u, d.ContainerId);
Assert.Equal(0x000000DAu, d.WielderId);
// --- equip masks ---
Assert.Equal(0x00000012u, d.ValidLocations);
Assert.Equal(0x00000002u, d.CurrentWieldedLocation);
Assert.Equal(0x00000005u, d.Priority);
// --- capacity ---
Assert.Equal(0, d.ItemsCapacity);
Assert.Equal(0, d.ContainersCapacity);
// --- durability ---
Assert.Equal(80, d.Structure);
Assert.Equal(100, d.MaxStructure);
Assert.Equal(4.5f, d.Workmanship);
}
}