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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19 changed files with 988 additions and 356 deletions
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@ -15,7 +15,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
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var calls = new List<string>();
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var preNetwork = new List<(PlayerState State, MovementResult Movement)>();
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var postNetwork = new List<PlayerState>();
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var local = new RetailLocalPlayerFrameController(
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var local = CreateFrame(
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canPresentPlayer: () => true,
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getController: () => controller,
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movementInput: Input(() => new MovementInput(Forward: true)),
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@ -79,7 +79,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
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int projections = 0;
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int preNetwork = 0;
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int postNetwork = 0;
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var local = new RetailLocalPlayerFrameController(
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var local = CreateFrame(
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canPresentPlayer: () => controller is not null,
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getController: () => controller,
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movementInput: Input(() => new MovementInput(Forward: true)),
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@ -109,7 +109,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
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{
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PlayerMovementController controller = CreateController();
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Vector3 projectedRoot = default;
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var local = new RetailLocalPlayerFrameController(
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var local = CreateFrame(
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canPresentPlayer: () => true,
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getController: () => controller,
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movementInput: Input(() => new MovementInput()),
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@ -140,7 +140,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
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PlayerMovementController controller = CreateController();
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Vector3 initial = controller.Position;
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Vector3 positionSeenByTargetManager = new(float.NaN);
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var local = new RetailLocalPlayerFrameController(
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var local = CreateFrame(
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canPresentPlayer: () => true,
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getController: () => controller,
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movementInput: Input(() => new MovementInput(Forward: true)),
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@ -166,7 +166,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
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int projections = 0;
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int preNetwork = 0;
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int postNetwork = 0;
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var local = new RetailLocalPlayerFrameController(
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var local = CreateFrame(
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canPresentPlayer: () => true,
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getController: () => controller,
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movementInput: Input(() =>
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@ -201,7 +201,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
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public void HiddenPoseIsDirtyOnlyWhenACompleteObjectQuantumRuns()
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{
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PlayerMovementController controller = CreateController();
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var local = new RetailLocalPlayerFrameController(
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var local = CreateFrame(
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canPresentPlayer: () => true,
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getController: () => controller,
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movementInput: Input(() => new MovementInput()),
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@ -228,7 +228,7 @@ public sealed class RetailLocalPlayerFrameControllerTests
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int projections = 0;
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int preNetwork = 0;
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int postNetwork = 0;
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var local = new RetailLocalPlayerFrameController(
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var local = CreateFrame(
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canPresentPlayer: () => true,
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getController: () => controller,
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movementInput: Input(() =>
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@ -297,6 +297,65 @@ public sealed class RetailLocalPlayerFrameControllerTests
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private static IMovementInputSource Input(Func<MovementInput> capture) =>
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new TestMovementInputSource(capture);
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private static RetailLocalPlayerFrameController CreateFrame(
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Func<bool> canPresentPlayer,
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Func<PlayerMovementController?> getController,
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IMovementInputSource movementInput,
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Func<uint> resolveLocalEntityId,
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Action handleTargeting,
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Func<bool> isHidden,
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Action<PlayerMovementController, MovementResult, bool> project,
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Action<PlayerMovementController, MovementResult, bool> sendPreNetwork,
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Action<PlayerMovementController, bool> sendPostNetwork,
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Func<RetailObjectClockDisposition>? objectClockDisposition = null) =>
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new(
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new TestLocalPlayerFrameRuntime(
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canPresentPlayer,
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getController,
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resolveLocalEntityId,
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handleTargeting,
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isHidden,
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project,
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sendPreNetwork,
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sendPostNetwork,
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objectClockDisposition),
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movementInput);
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private sealed class TestLocalPlayerFrameRuntime(
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Func<bool> canPresentPlayer,
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Func<PlayerMovementController?> getController,
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Func<uint> resolveLocalEntityId,
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Action handleTargeting,
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Func<bool> isHidden,
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Action<PlayerMovementController, MovementResult, bool> project,
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Action<PlayerMovementController, MovementResult, bool> sendPreNetwork,
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Action<PlayerMovementController, bool> sendPostNetwork,
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Func<RetailObjectClockDisposition>? objectClockDisposition)
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: ILocalPlayerFrameRuntime
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{
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public bool CanPresentPlayer => canPresentPlayer();
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public PlayerMovementController? Controller => getController();
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public uint ResolveLocalEntityId() => resolveLocalEntityId();
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public void HandleTargeting() => handleTargeting();
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public bool IsHidden => isHidden();
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public RetailObjectClockDisposition ObjectClockDisposition =>
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objectClockDisposition?.Invoke() ?? RetailObjectClockDisposition.Advance;
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public void Project(
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PlayerMovementController controller,
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MovementResult movement,
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bool hidden) => project(controller, movement, hidden);
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public void SendPreNetwork(
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PlayerMovementController controller,
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MovementResult movement,
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bool hidden) => sendPreNetwork(controller, movement, hidden);
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public void SendPostNetwork(
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PlayerMovementController controller,
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bool hidden) => sendPostNetwork(controller, hidden);
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}
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private sealed class TestMovementInputSource(Func<MovementInput> capture)
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: IMovementInputSource
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{
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