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.
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947c61d2d7
19 changed files with 988 additions and 356 deletions
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@ -26,14 +26,14 @@ public sealed class LocalPlayerProjectionControllerTests
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var projection = new LocalPlayerProjectionController(
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var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
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() => entity,
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() => 1,
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() => 1,
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(_, _) => { },
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(_, _) => { },
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_ => true,
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_ => { });
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_ => { }));
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projection.Project(
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movement,
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@ -64,14 +64,14 @@ public sealed class LocalPlayerProjectionControllerTests
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var order = new List<string>();
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var projection = new LocalPlayerProjectionController(
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var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
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() => entity,
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() => 2,
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() => 2,
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(_, _) => order.Add("shadow"),
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(_, _) => order.Add("rebucket"),
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_ => false,
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_ => order.Add("suspend"));
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_ => order.Add("suspend")));
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projection.Project(
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movement,
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@ -100,7 +100,7 @@ public sealed class LocalPlayerProjectionControllerTests
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};
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bool visible = false;
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var order = new List<string>();
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var projection = new LocalPlayerProjectionController(
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var projection = new LocalPlayerProjectionController(new TestProjectionRuntime(
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() => entity,
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() => 2,
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() => 2,
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@ -111,7 +111,7 @@ public sealed class LocalPlayerProjectionControllerTests
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visible = true;
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},
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_ => visible,
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_ => order.Add("suspend"));
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_ => order.Add("suspend")));
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projection.Project(
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movement,
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@ -120,4 +120,25 @@ public sealed class LocalPlayerProjectionControllerTests
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Assert.Equal(["rebucket", "shadow"], order);
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}
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private sealed class TestProjectionRuntime(
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Func<WorldEntity?> resolveEntity,
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Func<int> liveCenterX,
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Func<int> liveCenterY,
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Action<WorldEntity, uint> syncShadow,
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Action<uint, uint> rebucket,
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Func<WorldEntity, bool> isCurrentVisibleProjection,
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Action<WorldEntity> suspendShadow) : ILocalPlayerProjectionRuntime
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{
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public WorldEntity? ResolveEntity() => resolveEntity();
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public int LiveCenterX => liveCenterX();
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public int LiveCenterY => liveCenterY();
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public void SyncShadow(WorldEntity entity, uint cellId) =>
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syncShadow(entity, cellId);
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public void Rebucket(uint serverGuid, uint landblockId) =>
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rebucket(serverGuid, landblockId);
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public bool IsCurrentVisibleProjection(WorldEntity entity) =>
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isCurrentVisibleProjection(entity);
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public void SuspendShadow(WorldEntity entity) => suspendShadow(entity);
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}
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}
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