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:
parent
eeb0f6b45c
commit
947c61d2d7
19 changed files with 988 additions and 356 deletions
|
|
@ -26,14 +26,14 @@ public sealed class LocalPlayerProjectionControllerTests
|
|||
Rotation = Quaternion.Identity,
|
||||
MeshRefs = Array.Empty<MeshRef>(),
|
||||
};
|
||||
var projection = new LocalPlayerProjectionController(
|
||||
var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
|
||||
() => entity,
|
||||
() => 1,
|
||||
() => 1,
|
||||
(_, _) => { },
|
||||
(_, _) => { },
|
||||
_ => true,
|
||||
_ => { });
|
||||
_ => { }));
|
||||
|
||||
projection.Project(
|
||||
movement,
|
||||
|
|
@ -64,14 +64,14 @@ public sealed class LocalPlayerProjectionControllerTests
|
|||
MeshRefs = Array.Empty<MeshRef>(),
|
||||
};
|
||||
var order = new List<string>();
|
||||
var projection = new LocalPlayerProjectionController(
|
||||
var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
|
||||
() => entity,
|
||||
() => 2,
|
||||
() => 2,
|
||||
(_, _) => order.Add("shadow"),
|
||||
(_, _) => order.Add("rebucket"),
|
||||
_ => false,
|
||||
_ => order.Add("suspend"));
|
||||
_ => order.Add("suspend")));
|
||||
|
||||
projection.Project(
|
||||
movement,
|
||||
|
|
@ -100,7 +100,7 @@ public sealed class LocalPlayerProjectionControllerTests
|
|||
};
|
||||
bool visible = false;
|
||||
var order = new List<string>();
|
||||
var projection = new LocalPlayerProjectionController(
|
||||
var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
|
||||
() => entity,
|
||||
() => 2,
|
||||
() => 2,
|
||||
|
|
@ -111,7 +111,7 @@ public sealed class LocalPlayerProjectionControllerTests
|
|||
visible = true;
|
||||
},
|
||||
_ => visible,
|
||||
_ => order.Add("suspend"));
|
||||
_ => order.Add("suspend")));
|
||||
|
||||
projection.Project(
|
||||
movement,
|
||||
|
|
@ -120,4 +120,25 @@ public sealed class LocalPlayerProjectionControllerTests
|
|||
|
||||
Assert.Equal(["rebucket", "shadow"], order);
|
||||
}
|
||||
|
||||
private sealed class TestProjectionRuntime(
|
||||
Func<WorldEntity?> resolveEntity,
|
||||
Func<int> liveCenterX,
|
||||
Func<int> liveCenterY,
|
||||
Action<WorldEntity, uint> syncShadow,
|
||||
Action<uint, uint> rebucket,
|
||||
Func<WorldEntity, bool> isCurrentVisibleProjection,
|
||||
Action<WorldEntity> suspendShadow) : ILocalPlayerProjectionRuntime
|
||||
{
|
||||
public WorldEntity? ResolveEntity() => resolveEntity();
|
||||
public int LiveCenterX => liveCenterX();
|
||||
public int LiveCenterY => liveCenterY();
|
||||
public void SyncShadow(WorldEntity entity, uint cellId) =>
|
||||
syncShadow(entity, cellId);
|
||||
public void Rebucket(uint serverGuid, uint landblockId) =>
|
||||
rebucket(serverGuid, landblockId);
|
||||
public bool IsCurrentVisibleProjection(WorldEntity entity) =>
|
||||
isCurrentVisibleProjection(entity);
|
||||
public void SuspendShadow(WorldEntity entity) => suspendShadow(entity);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
var calls = new List<string>();
|
||||
var preNetwork = new List<(PlayerState State, MovementResult Movement)>();
|
||||
var postNetwork = new List<PlayerState>();
|
||||
var local = new RetailLocalPlayerFrameController(
|
||||
var local = CreateFrame(
|
||||
canPresentPlayer: () => true,
|
||||
getController: () => controller,
|
||||
movementInput: Input(() => new MovementInput(Forward: true)),
|
||||
|
|
@ -79,7 +79,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
int projections = 0;
|
||||
int preNetwork = 0;
|
||||
int postNetwork = 0;
|
||||
var local = new RetailLocalPlayerFrameController(
|
||||
var local = CreateFrame(
|
||||
canPresentPlayer: () => controller is not null,
|
||||
getController: () => controller,
|
||||
movementInput: Input(() => new MovementInput(Forward: true)),
|
||||
|
|
@ -109,7 +109,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
{
|
||||
PlayerMovementController controller = CreateController();
|
||||
Vector3 projectedRoot = default;
|
||||
var local = new RetailLocalPlayerFrameController(
|
||||
var local = CreateFrame(
|
||||
canPresentPlayer: () => true,
|
||||
getController: () => controller,
|
||||
movementInput: Input(() => new MovementInput()),
|
||||
|
|
@ -140,7 +140,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
PlayerMovementController controller = CreateController();
|
||||
Vector3 initial = controller.Position;
|
||||
Vector3 positionSeenByTargetManager = new(float.NaN);
|
||||
var local = new RetailLocalPlayerFrameController(
|
||||
var local = CreateFrame(
|
||||
canPresentPlayer: () => true,
|
||||
getController: () => controller,
|
||||
movementInput: Input(() => new MovementInput(Forward: true)),
|
||||
|
|
@ -166,7 +166,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
int projections = 0;
|
||||
int preNetwork = 0;
|
||||
int postNetwork = 0;
|
||||
var local = new RetailLocalPlayerFrameController(
|
||||
var local = CreateFrame(
|
||||
canPresentPlayer: () => true,
|
||||
getController: () => controller,
|
||||
movementInput: Input(() =>
|
||||
|
|
@ -201,7 +201,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
public void HiddenPoseIsDirtyOnlyWhenACompleteObjectQuantumRuns()
|
||||
{
|
||||
PlayerMovementController controller = CreateController();
|
||||
var local = new RetailLocalPlayerFrameController(
|
||||
var local = CreateFrame(
|
||||
canPresentPlayer: () => true,
|
||||
getController: () => controller,
|
||||
movementInput: Input(() => new MovementInput()),
|
||||
|
|
@ -228,7 +228,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
int projections = 0;
|
||||
int preNetwork = 0;
|
||||
int postNetwork = 0;
|
||||
var local = new RetailLocalPlayerFrameController(
|
||||
var local = CreateFrame(
|
||||
canPresentPlayer: () => true,
|
||||
getController: () => controller,
|
||||
movementInput: Input(() =>
|
||||
|
|
@ -297,6 +297,65 @@ public sealed class RetailLocalPlayerFrameControllerTests
|
|||
private static IMovementInputSource Input(Func<MovementInput> capture) =>
|
||||
new TestMovementInputSource(capture);
|
||||
|
||||
private static RetailLocalPlayerFrameController CreateFrame(
|
||||
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<RetailObjectClockDisposition>? objectClockDisposition = null) =>
|
||||
new(
|
||||
new TestLocalPlayerFrameRuntime(
|
||||
canPresentPlayer,
|
||||
getController,
|
||||
resolveLocalEntityId,
|
||||
handleTargeting,
|
||||
isHidden,
|
||||
project,
|
||||
sendPreNetwork,
|
||||
sendPostNetwork,
|
||||
objectClockDisposition),
|
||||
movementInput);
|
||||
|
||||
private sealed class TestLocalPlayerFrameRuntime(
|
||||
Func<bool> canPresentPlayer,
|
||||
Func<PlayerMovementController?> getController,
|
||||
Func<uint> resolveLocalEntityId,
|
||||
Action handleTargeting,
|
||||
Func<bool> isHidden,
|
||||
Action<PlayerMovementController, MovementResult, bool> project,
|
||||
Action<PlayerMovementController, MovementResult, bool> sendPreNetwork,
|
||||
Action<PlayerMovementController, bool> sendPostNetwork,
|
||||
Func<RetailObjectClockDisposition>? objectClockDisposition)
|
||||
: ILocalPlayerFrameRuntime
|
||||
{
|
||||
public bool CanPresentPlayer => canPresentPlayer();
|
||||
public PlayerMovementController? Controller => getController();
|
||||
public uint ResolveLocalEntityId() => resolveLocalEntityId();
|
||||
public void HandleTargeting() => handleTargeting();
|
||||
public bool IsHidden => isHidden();
|
||||
public RetailObjectClockDisposition ObjectClockDisposition =>
|
||||
objectClockDisposition?.Invoke() ?? RetailObjectClockDisposition.Advance;
|
||||
|
||||
public void Project(
|
||||
PlayerMovementController controller,
|
||||
MovementResult movement,
|
||||
bool hidden) => project(controller, movement, hidden);
|
||||
|
||||
public void SendPreNetwork(
|
||||
PlayerMovementController controller,
|
||||
MovementResult movement,
|
||||
bool hidden) => sendPreNetwork(controller, movement, hidden);
|
||||
|
||||
public void SendPostNetwork(
|
||||
PlayerMovementController controller,
|
||||
bool hidden) => sendPostNetwork(controller, hidden);
|
||||
}
|
||||
|
||||
private sealed class TestMovementInputSource(Func<MovementInput> capture)
|
||||
: IMovementInputSource
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue