refactor(camera): extract the update frame

Move fly/chase publication, combat target tracking, and local player projection behind typed runtime owners. Preserve the inbound-created projection/reconcile barrier while removing GameWindow callbacks and duplicate shadow helpers.
This commit is contained in:
Erik 2026-07-22 03:08:58 +02:00
parent eeb0f6b45c
commit 947c61d2d7
19 changed files with 988 additions and 356 deletions

View file

@ -0,0 +1,72 @@
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Input;
internal readonly record struct FlyCameraInput(
bool Forward,
bool Left,
bool Backward,
bool Right,
bool Up,
bool Down,
bool Boost);
internal readonly record struct ChaseCameraAdjustmentInput(
bool ZoomIn,
bool ZoomOut,
bool Raise,
bool Lower);
internal interface ICameraFrameInputSource
{
bool IsAvailable { get; }
FlyCameraInput CaptureFly();
ChaseCameraAdjustmentInput CaptureChaseAdjustment();
}
/// <summary>
/// Samples held camera actions from the same semantic dispatcher used by
/// gameplay movement. Binding is a one-time startup edge.
/// </summary>
internal sealed class DispatcherCameraInputSource : ICameraFrameInputSource
{
private InputDispatcher? _dispatcher;
public bool IsAvailable => _dispatcher is not null;
public void Bind(InputDispatcher dispatcher)
{
ArgumentNullException.ThrowIfNull(dispatcher);
if (_dispatcher is not null && !ReferenceEquals(_dispatcher, dispatcher))
throw new InvalidOperationException(
"The camera input source is already bound to another dispatcher.");
_dispatcher = dispatcher;
}
public FlyCameraInput CaptureFly()
{
if (_dispatcher is not { } dispatcher)
return default;
return new FlyCameraInput(
dispatcher.IsActionHeld(InputAction.MovementForward),
dispatcher.IsActionHeld(InputAction.MovementTurnLeft),
dispatcher.IsActionHeld(InputAction.MovementBackup),
dispatcher.IsActionHeld(InputAction.MovementTurnRight),
dispatcher.IsActionHeld(InputAction.MovementJump),
dispatcher.IsActionHeld(InputAction.AcdreamFlyDown),
dispatcher.IsActionHeld(InputAction.MovementRunLock));
}
public ChaseCameraAdjustmentInput CaptureChaseAdjustment()
{
if (_dispatcher is not { } dispatcher)
return default;
return new ChaseCameraAdjustmentInput(
dispatcher.IsActionHeld(InputAction.CameraZoomIn),
dispatcher.IsActionHeld(InputAction.CameraZoomOut),
dispatcher.IsActionHeld(InputAction.CameraRaise),
dispatcher.IsActionHeld(InputAction.CameraLower));
}
}

View file

@ -20,6 +20,7 @@ internal sealed class DispatcherMovementInputSource : IMovementInputSource
_capture = capture;
public bool AutoRunActive { get; private set; }
public bool IsAvailable => _dispatcher is not null;
public void Bind(InputDispatcher dispatcher)
{

View file

@ -0,0 +1,122 @@
using AcDream.App.Net;
using AcDream.App.Physics;
using AcDream.App.Rendering;
using AcDream.App.World;
using AcDream.Core.Physics;
namespace AcDream.App.Input;
/// <summary>
/// Focused runtime seam for the local player's retail object and command
/// phases. The frame controller owns ordering; this seam resolves the current
/// session-scoped owners without retaining callbacks into the window host.
/// </summary>
internal interface ILocalPlayerPresentationRuntime
{
bool CanPresentPlayer { get; }
PlayerMovementController? Controller { get; }
}
internal interface ILocalPlayerFrameRuntime : ILocalPlayerPresentationRuntime
{
uint ResolveLocalEntityId();
void HandleTargeting();
bool IsHidden { get; }
RetailObjectClockDisposition ObjectClockDisposition { get; }
void Project(PlayerMovementController controller, MovementResult movement, bool hidden);
void SendPreNetwork(PlayerMovementController controller, MovementResult movement, bool hidden);
void SendPostNetwork(PlayerMovementController controller, bool hidden);
}
/// <summary>
/// Production local-player frame runtime composed from canonical typed owners.
/// </summary>
internal sealed class LiveLocalPlayerFrameRuntime : ILocalPlayerFrameRuntime
{
private readonly CameraController _camera;
private readonly ILocalPlayerModeSource _mode;
private readonly ILocalPlayerControllerSource _controller;
private readonly IChaseCameraSource _chase;
private readonly DispatcherMovementInputSource _input;
private readonly IInputCaptureSource _capture;
private readonly LiveEntityRuntime _liveEntities;
private readonly ILocalPlayerIdentitySource _identity;
private readonly ILocalPlayerPhysicsHostSource _physicsHost;
private readonly LocalPlayerProjectionController _projection;
private readonly LocalPlayerOutboundController _outbound;
private readonly ILiveWorldSessionSource _session;
public LiveLocalPlayerFrameRuntime(
CameraController camera,
ILocalPlayerModeSource mode,
ILocalPlayerControllerSource controller,
IChaseCameraSource chase,
DispatcherMovementInputSource input,
IInputCaptureSource capture,
LiveEntityRuntime liveEntities,
ILocalPlayerIdentitySource identity,
ILocalPlayerPhysicsHostSource physicsHost,
LocalPlayerProjectionController projection,
LocalPlayerOutboundController outbound,
ILiveWorldSessionSource session)
{
_camera = camera ?? throw new ArgumentNullException(nameof(camera));
_mode = mode ?? throw new ArgumentNullException(nameof(mode));
_controller = controller ?? throw new ArgumentNullException(nameof(controller));
_chase = chase ?? throw new ArgumentNullException(nameof(chase));
_input = input ?? throw new ArgumentNullException(nameof(input));
_capture = capture ?? throw new ArgumentNullException(nameof(capture));
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
_identity = identity ?? throw new ArgumentNullException(nameof(identity));
_physicsHost = physicsHost ?? throw new ArgumentNullException(nameof(physicsHost));
_projection = projection ?? throw new ArgumentNullException(nameof(projection));
_outbound = outbound ?? throw new ArgumentNullException(nameof(outbound));
_session = session ?? throw new ArgumentNullException(nameof(session));
}
public bool CanPresentPlayer =>
!_camera.IsFlyMode
&& _mode.IsPlayerMode
&& _controller.Controller is not null
&& _chase.Legacy is not null
&& _input.IsAvailable
&& !_capture.DevToolsWantCaptureKeyboard;
public PlayerMovementController? Controller => _controller.Controller;
public uint ResolveLocalEntityId() =>
_liveEntities.TryGetWorldEntity(_identity.ServerGuid, out var entity)
? entity.Id
: 0u;
public void HandleTargeting() => _physicsHost.Host?.HandleTargetting();
public bool IsHidden => _liveEntities.IsHidden(_identity.ServerGuid);
public RetailObjectClockDisposition ObjectClockDisposition =>
_liveEntities.GetRootObjectClockDisposition(_identity.ServerGuid);
public void Project(
PlayerMovementController controller,
MovementResult movement,
bool hidden) =>
_projection.Project(controller, movement, hidden);
public void SendPreNetwork(
PlayerMovementController controller,
MovementResult movement,
bool hidden) =>
_outbound.SendPreNetworkActions(
_session.CurrentSession,
controller,
movement,
hidden);
public void SendPostNetwork(
PlayerMovementController controller,
bool hidden) =>
_outbound.SendPostNetworkPosition(
_session.CurrentSession,
controller,
hidden);
}

View file

@ -1,47 +1,77 @@
using AcDream.Core.World;
using AcDream.App.Physics;
using AcDream.App.World;
namespace AcDream.App.Input;
internal interface ILocalPlayerProjectionRuntime
{
WorldEntity? ResolveEntity();
int LiveCenterX { get; }
int LiveCenterY { get; }
void SyncShadow(WorldEntity entity, uint cellId);
void Rebucket(uint serverGuid, uint landblockId);
bool IsCurrentVisibleProjection(WorldEntity entity);
void SuspendShadow(WorldEntity entity);
}
internal sealed class LiveLocalPlayerProjectionRuntime
: ILocalPlayerProjectionRuntime
{
private readonly LiveEntityRuntime _liveEntities;
private readonly ILocalPlayerIdentitySource _identity;
private readonly LiveWorldOriginState _origin;
private readonly LocalPlayerShadowSynchronizer _shadow;
public LiveLocalPlayerProjectionRuntime(
LiveEntityRuntime liveEntities,
ILocalPlayerIdentitySource identity,
LiveWorldOriginState origin,
LocalPlayerShadowSynchronizer shadow)
{
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
_identity = identity ?? throw new ArgumentNullException(nameof(identity));
_origin = origin ?? throw new ArgumentNullException(nameof(origin));
_shadow = shadow ?? throw new ArgumentNullException(nameof(shadow));
}
public WorldEntity? ResolveEntity() =>
_liveEntities.TryGetWorldEntity(_identity.ServerGuid, out var entity)
? entity
: null;
public int LiveCenterX => _origin.CenterX;
public int LiveCenterY => _origin.CenterY;
public void SyncShadow(WorldEntity entity, uint cellId) =>
_shadow.Sync(entity, cellId);
public void Rebucket(uint serverGuid, uint landblockId) =>
_liveEntities.RebucketLiveEntity(serverGuid, landblockId);
public bool IsCurrentVisibleProjection(WorldEntity entity) =>
_shadow.IsCurrentVisibleProjection(entity);
public void SuspendShadow(WorldEntity entity) => _shadow.Suspend(entity);
}
/// <summary>
/// Projects the canonical local physics body into world rendering and spatial
/// buckets without advancing it.
/// </summary>
public sealed class LocalPlayerProjectionController
{
private readonly Func<WorldEntity?> _resolveEntity;
private readonly Func<int> _liveCenterX;
private readonly Func<int> _liveCenterY;
private readonly Action<WorldEntity, uint> _syncShadow;
private readonly Action<uint, uint> _rebucket;
private readonly Func<WorldEntity, bool> _isCurrentVisibleProjection;
private readonly Action<WorldEntity> _suspendShadow;
private readonly ILocalPlayerProjectionRuntime _runtime;
public LocalPlayerProjectionController(
Func<WorldEntity?> resolveEntity,
Func<int> liveCenterX,
Func<int> liveCenterY,
Action<WorldEntity, uint> syncShadow,
Action<uint, uint> rebucket,
Func<WorldEntity, bool> isCurrentVisibleProjection,
Action<WorldEntity> suspendShadow)
{
_resolveEntity = resolveEntity ?? throw new ArgumentNullException(nameof(resolveEntity));
_liveCenterX = liveCenterX ?? throw new ArgumentNullException(nameof(liveCenterX));
_liveCenterY = liveCenterY ?? throw new ArgumentNullException(nameof(liveCenterY));
_syncShadow = syncShadow ?? throw new ArgumentNullException(nameof(syncShadow));
_rebucket = rebucket ?? throw new ArgumentNullException(nameof(rebucket));
_isCurrentVisibleProjection = isCurrentVisibleProjection
?? throw new ArgumentNullException(nameof(isCurrentVisibleProjection));
_suspendShadow = suspendShadow
?? throw new ArgumentNullException(nameof(suspendShadow));
}
internal LocalPlayerProjectionController(ILocalPlayerProjectionRuntime runtime) =>
_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
public void Project(
PlayerMovementController controller,
MovementResult movement,
bool hidden)
{
WorldEntity? entity = _resolveEntity();
WorldEntity? entity = _runtime.ResolveEntity();
if (entity is null)
return;
@ -62,8 +92,8 @@ public sealed class LocalPlayerProjectionController
else
{
System.Numerics.Vector3 position = controller.Position;
int landblockX = _liveCenterX() + (int)Math.Floor(position.X / 192f);
int landblockY = _liveCenterY() + (int)Math.Floor(position.Y / 192f);
int landblockX = _runtime.LiveCenterX + (int)Math.Floor(position.X / 192f);
int landblockY = _runtime.LiveCenterY + (int)Math.Floor(position.Y / 192f);
currentLandblock = (uint)((landblockX << 24) | (landblockY << 16) | 0xFFFF);
}
@ -76,15 +106,15 @@ public sealed class LocalPlayerProjectionController
// membership, then replaces collision rows only while the object still
// owns a loaded cell. Rebucket is a synchronous callback boundary: it
// can move this incarnation to pending or replace the GUID entirely.
_rebucket(entity.ServerGuid, currentLandblock);
_runtime.Rebucket(entity.ServerGuid, currentLandblock);
if (hidden
|| movement.CellId == 0
|| !_isCurrentVisibleProjection(entity))
|| !_runtime.IsCurrentVisibleProjection(entity))
{
_suspendShadow(entity);
_runtime.SuspendShadow(entity);
return;
}
_syncShadow(entity, movement.CellId);
_runtime.SyncShadow(entity, movement.CellId);
}
}

View file

@ -73,7 +73,13 @@ internal sealed class SilkMouseLookCursor : IMouseLookCursor
/// The current chase-camera input targets. GameWindow keeps compatibility
/// properties over this one slot until checkpoint F moves camera ownership.
/// </summary>
internal sealed class ChaseCameraInputState
internal interface IChaseCameraSource
{
ChaseCamera? Legacy { get; }
RetailChaseCamera? Retail { get; }
}
internal sealed class ChaseCameraInputState : IChaseCameraSource
{
public ChaseCamera? Legacy { get; set; }
public RetailChaseCamera? Retail { get; set; }

View file

@ -14,17 +14,8 @@ namespace AcDream.App.Input;
/// </remarks>
internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFramePhase
{
private readonly Func<bool> _canPresentPlayer;
private readonly Func<PlayerMovementController?> _getController;
private readonly ILocalPlayerFrameRuntime _runtime;
private readonly IMovementInputSource _movementInput;
private readonly Func<uint> _resolveLocalEntityId;
private readonly Action _handleTargeting;
private readonly Func<bool> _isHidden;
private readonly Action<PlayerMovementController, MovementResult, bool> _project;
private readonly Action<PlayerMovementController, MovementResult, bool> _sendPreNetwork;
private readonly Action<PlayerMovementController, bool> _sendPostNetwork;
private readonly Func<AcDream.Core.Physics.RetailObjectClockDisposition>
_objectClockDisposition;
private AdvancedFrame? _advancedFrame;
@ -51,38 +42,12 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
};
public RetailLocalPlayerFrameController(
Func<bool> canPresentPlayer,
Func<PlayerMovementController?> getController,
IMovementInputSource movementInput,
Func<uint> resolveLocalEntityId,
Action handleTargeting,
Func<bool> isHidden,
Action<PlayerMovementController, MovementResult, bool> project,
Action<PlayerMovementController, MovementResult, bool> sendPreNetwork,
Action<PlayerMovementController, bool> sendPostNetwork,
Func<AcDream.Core.Physics.RetailObjectClockDisposition>?
objectClockDisposition = null)
ILocalPlayerFrameRuntime runtime,
IMovementInputSource movementInput)
{
_canPresentPlayer = canPresentPlayer
?? throw new ArgumentNullException(nameof(canPresentPlayer));
_getController = getController
?? throw new ArgumentNullException(nameof(getController));
_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
_movementInput = movementInput
?? throw new ArgumentNullException(nameof(movementInput));
_resolveLocalEntityId = resolveLocalEntityId
?? throw new ArgumentNullException(nameof(resolveLocalEntityId));
_handleTargeting = handleTargeting
?? throw new ArgumentNullException(nameof(handleTargeting));
_isHidden = isHidden
?? throw new ArgumentNullException(nameof(isHidden));
_project = project
?? throw new ArgumentNullException(nameof(project));
_sendPreNetwork = sendPreNetwork
?? throw new ArgumentNullException(nameof(sendPreNetwork));
_sendPostNetwork = sendPostNetwork
?? throw new ArgumentNullException(nameof(sendPostNetwork));
_objectClockDisposition = objectClockDisposition
?? (() => AcDream.Core.Physics.RetailObjectClockDisposition.Advance);
}
/// <summary>
@ -92,15 +57,15 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
public void AdvanceBeforeNetwork(float deltaSeconds)
{
_advancedFrame = null;
PlayerMovementController? controller = _getController();
if (!_canPresentPlayer() || controller is null)
PlayerMovementController? controller = _runtime.Controller;
if (!_runtime.CanPresentPlayer || controller is null)
return;
if (!float.IsFinite(deltaSeconds) || deltaSeconds <= 0f)
{
bool rejectedHidden = _isHidden();
bool rejectedHidden = _runtime.IsHidden;
MovementResult rejected = controller.CapturePresentationResult();
_project(controller, rejected, rejectedHidden);
_runtime.Project(controller, rejected, rejectedHidden);
_advancedFrame = new AdvancedFrame(
controller,
rejected,
@ -110,10 +75,10 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
return;
}
controller.LocalEntityId = _resolveLocalEntityId();
controller.LocalEntityId = _runtime.ResolveLocalEntityId();
bool hidden = _isHidden();
if (_objectClockDisposition()
bool hidden = _runtime.IsHidden;
if (_runtime.ObjectClockDisposition
is AcDream.Core.Physics.RetailObjectClockDisposition.Suspend)
{
// CPhysicsObj::update_object returns before advancing time for a
@ -122,7 +87,7 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
// physics tick that retail did not run.
controller.SuspendObjectUpdate(deltaSeconds);
MovementResult paused = controller.CapturePresentationResult();
_project(controller, paused, hidden);
_runtime.Project(controller, paused, hidden);
_advancedFrame = new AdvancedFrame(
controller,
paused,
@ -133,11 +98,14 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
}
MovementResult movement = hidden
? controller.TickHidden(deltaSeconds, _handleTargeting)
: controller.Update(deltaSeconds, _movementInput.Capture(), _handleTargeting);
? controller.TickHidden(deltaSeconds, _runtime.HandleTargeting)
: controller.Update(
deltaSeconds,
_movementInput.Capture(),
_runtime.HandleTargeting);
_project(controller, movement, hidden);
_sendPreNetwork(controller, movement, hidden);
_runtime.Project(controller, movement, hidden);
_runtime.SendPreNetwork(controller, movement, hidden);
_advancedFrame = new AdvancedFrame(
controller,
movement,
@ -153,18 +121,18 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
/// </summary>
public void RunPostNetworkCommandPhase()
{
PlayerMovementController? controller = _getController();
if (!_canPresentPlayer() || controller is null)
PlayerMovementController? controller = _runtime.Controller;
if (!_runtime.CanPresentPlayer || controller is null)
return;
bool hidden = _isHidden();
bool hidden = _runtime.IsHidden;
if (_advancedFrame is { } advanced
&& ReferenceEquals(advanced.Controller, controller))
{
MovementResult movement = RefreshSpatialFields(
advanced.Movement,
controller);
_project(controller, movement, hidden);
_runtime.Project(controller, movement, hidden);
_advancedFrame = new AdvancedFrame(
controller,
movement,
@ -176,7 +144,7 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
return;
}
_sendPostNetwork(controller, hidden);
_runtime.SendPostNetwork(controller, hidden);
}
/// <summary>
@ -187,11 +155,11 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
public bool TryGetPresentationAfterNetwork(out PresentationFrame frame)
{
frame = default;
PlayerMovementController? controller = _getController();
if (!_canPresentPlayer() || controller is null)
PlayerMovementController? controller = _runtime.Controller;
if (!_runtime.CanPresentPlayer || controller is null)
return false;
bool hidden = _isHidden();
bool hidden = _runtime.IsHidden;
if (_advancedFrame is { } advanced
&& ReferenceEquals(advanced.Controller, controller))
{
@ -206,7 +174,7 @@ internal sealed class RetailLocalPlayerFrameController : IPostNetworkCommandFram
}
MovementResult initial = controller.CapturePresentationResult();
_project(controller, initial, hidden);
_runtime.Project(controller, initial, hidden);
frame = new PresentationFrame(initial, hidden, AdvancedBeforeNetwork: false);
return true;
}