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>
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2e3f209707
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3 changed files with 158 additions and 15 deletions
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@ -2357,6 +2357,10 @@ public sealed class GameWindow : IDisposable
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private void WireLiveSessionEvents(AcDream.Core.Net.WorldSession session)
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{
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_liveSession = session;
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// D.5.4: ingest CreateObject into the object table (upsert) and wire Delete +
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// UiEffects live update. Wire BEFORE EntitySpawned += OnLiveEntitySpawned so
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// the table is populated before the render handler runs.
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AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects);
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_liveSession.EntitySpawned += OnLiveEntitySpawned;
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_liveSession.EntityDeleted += OnLiveEntityDeleted;
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_liveSession.MotionUpdated += OnLiveMotionUpdated;
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@ -2632,13 +2636,6 @@ public sealed class GameWindow : IDisposable
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_liveSession.VitalCurrentUpdated += v =>
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LocalPlayer.OnVitalCurrent(v.VitalId, v.Current);
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// D.5.2: live PublicUpdatePropertyInt(0x02CE). Route UiEffects (18) to the item
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// repository so a draining/charging item re-composites its icon in real time.
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_liveSession.ObjectIntPropertyUpdated += u =>
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{
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if (u.Property == AcDream.Core.Items.ClientObjectTable.UiEffectsPropertyId)
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Objects.UpdateIntProperty(u.Guid, u.Property, u.Value);
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};
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}
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/// <summary>
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@ -2648,14 +2645,6 @@ public sealed class GameWindow : IDisposable
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/// </summary>
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private void OnLiveEntitySpawned(AcDream.Core.Net.WorldSession.EntitySpawn spawn)
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{
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// D.5.1: enrich a known inventory/equipped item (stubbed from PlayerDescription)
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// with the icon/name/type its CreateObject carries, so the toolbar can render it.
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// D.5.1 (2026-06-17): also pass overlay/underlay ids from the extended
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// WeenieHeader tail so IconComposer composites all icon layers.
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Objects.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty,
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(AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0),
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spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects);
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// Phase A.1 hotfix: live CreateObject handler reads dats extensively
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// (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned
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// entity. All of it must run under the dat lock so it doesn't race
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57
src/AcDream.Core.Net/ObjectTableWiring.cs
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57
src/AcDream.Core.Net/ObjectTableWiring.cs
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@ -0,0 +1,57 @@
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using AcDream.Core.Items;
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namespace AcDream.Core.Net;
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/// <summary>
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/// Wires WorldSession GameMessage-level object events into the client object
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/// table: CreateObject (0xF745) = canonical merge-upsert, DeleteObject (0xF747)
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/// = evict, PublicUpdatePropertyInt (0x02CE) UiEffects = live icon re-composite.
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/// Keeps object ingestion in Core.Net (pure data, no GL) and off GameWindow.
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/// Retail: ACCObjectMaint::CreateObject / DeleteObject (the weenie_object_table side).
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/// </summary>
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public static class ObjectTableWiring
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{
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/// <summary>
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/// Subscribe <paramref name="table"/> to the three object-lifecycle events
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/// on <paramref name="session"/>. Call this BEFORE the render handler subscribes
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/// to EntitySpawned so the table is populated before the render path runs.
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/// </summary>
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public static void Wire(WorldSession session, ClientObjectTable table)
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{
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ArgumentNullException.ThrowIfNull(session);
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ArgumentNullException.ThrowIfNull(table);
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session.EntitySpawned += s => table.Ingest(ToWeenieData(s));
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session.EntityDeleted += d => table.Remove(d.Guid);
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session.ObjectIntPropertyUpdated += u =>
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{
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if (u.Property == ClientObjectTable.UiEffectsPropertyId)
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table.UpdateIntProperty(u.Guid, u.Property, u.Value);
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};
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}
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/// <summary>Translate the wire spawn into the table's merge patch.</summary>
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public static WeenieData ToWeenieData(WorldSession.EntitySpawn s) => new(
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Guid: s.Guid,
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Name: s.Name,
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Type: s.ItemType is { } it ? (ItemType)it : (ItemType?)null,
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WeenieClassId: s.WeenieClassId,
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IconId: s.IconId,
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IconOverlayId: s.IconOverlayId,
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IconUnderlayId: s.IconUnderlayId,
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Effects: s.UiEffects,
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Value: s.Value,
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StackSize: s.StackSize,
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StackSizeMax: s.StackSizeMax,
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Burden: s.Burden,
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ContainerId: s.ContainerId,
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WielderId: s.WielderId,
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ValidLocations: s.ValidLocations,
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CurrentWieldedLocation: s.CurrentWieldedLocation,
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Priority: s.Priority,
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ItemsCapacity: s.ItemsCapacity,
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ContainersCapacity: s.ContainersCapacity,
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Structure: s.Structure,
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MaxStructure: s.MaxStructure,
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Workmanship: s.Workmanship);
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}
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97
tests/AcDream.Core.Net.Tests/ObjectTableWiringTests.cs
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97
tests/AcDream.Core.Net.Tests/ObjectTableWiringTests.cs
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@ -0,0 +1,97 @@
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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namespace AcDream.Core.Net.Tests;
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/// <summary>
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/// D.5.4 Task 7 — ObjectTableWiring.
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///
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/// Integration test is omitted: WorldSession.EntitySpawned has no internal
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/// test seam to fire it without a real Tick + packet bytes, so subscription
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/// correctness is covered by build (type-checks) + the live run. Only the
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/// pure mapping (ToWeenieData) is unit-tested here.
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/// </summary>
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public sealed class ObjectTableWiringTests
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{
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[Fact]
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public void ToWeenieData_CopiesFieldsFromSpawn()
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{
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// Every EntitySpawn item field is set to a DISTINCT recognisable value so
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// a positional transposition in ObjectTableWiring.ToWeenieData would trip
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// at least one Assert. All 22 WeenieData fields are verified below.
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var spawn = new WorldSession.EntitySpawn(
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Guid: 0x00000600u,
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Position: null,
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SetupTableId: null,
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AnimPartChanges: System.Array.Empty<CreateObject.AnimPartChange>(),
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TextureChanges: System.Array.Empty<CreateObject.TextureChange>(),
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SubPalettes: System.Array.Empty<CreateObject.SubPaletteSwap>(),
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BasePaletteId: null,
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ObjScale: null,
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Name: "Iron Sword",
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ItemType: (uint)ItemType.MeleeWeapon,
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MotionState: null,
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MotionTableId: null)
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with
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{
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WeenieClassId = 0x00001001u,
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IconId = 0x06001111u,
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IconOverlayId = 0x06002222u,
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IconUnderlayId = 0x06003333u,
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UiEffects = 0x00000004u,
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Value = 7,
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StackSize = 1,
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StackSizeMax = 1,
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Burden = 300,
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ContainerId = 0x000000C9u,
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WielderId = 0x000000DAu,
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ValidLocations = 0x00000012u, // MeleeWeapon wield mask
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CurrentWieldedLocation = 0x00000002u, // right-hand
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Priority = 0x00000005u,
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ItemsCapacity = 0,
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ContainersCapacity = 0,
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Structure = 80,
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MaxStructure = 100,
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Workmanship = 4.5f,
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};
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var d = ObjectTableWiring.ToWeenieData(spawn);
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// --- identity ---
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Assert.Equal(0x00000600u, d.Guid);
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Assert.Equal("Iron Sword", d.Name);
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Assert.Equal(ItemType.MeleeWeapon, d.Type);
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// --- weenie / icon ---
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Assert.Equal(0x00001001u, d.WeenieClassId);
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Assert.Equal(0x06001111u, d.IconId);
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Assert.Equal(0x06002222u, d.IconOverlayId);
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Assert.Equal(0x06003333u, d.IconUnderlayId);
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Assert.Equal(0x00000004u, d.Effects);
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// --- quantity / economy ---
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Assert.Equal(7, d.Value);
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Assert.Equal(1, d.StackSize);
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Assert.Equal(1, d.StackSizeMax);
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Assert.Equal(300, d.Burden);
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// --- container / wielder ---
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Assert.Equal(0x000000C9u, d.ContainerId);
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Assert.Equal(0x000000DAu, d.WielderId);
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// --- equip masks ---
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Assert.Equal(0x00000012u, d.ValidLocations);
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Assert.Equal(0x00000002u, d.CurrentWieldedLocation);
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Assert.Equal(0x00000005u, d.Priority);
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// --- capacity ---
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Assert.Equal(0, d.ItemsCapacity);
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Assert.Equal(0, d.ContainersCapacity);
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// --- durability ---
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Assert.Equal(80, d.Structure);
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Assert.Equal(100, d.MaxStructure);
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Assert.Equal(4.5f, d.Workmanship);
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}
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}
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