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

@ -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);
}
}