refactor(runtime): define the update-frame contract

This commit is contained in:
Erik 2026-07-22 00:15:27 +02:00
parent a36a7015c4
commit 99a3e819c4
8 changed files with 646 additions and 26 deletions

View file

@ -4,6 +4,7 @@ using AcDream.App.Interaction;
using AcDream.App.Physics;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Update;
using AcDream.App.World;
using AcDream.Content;
using AcDream.Core.Net;
@ -52,7 +53,7 @@ internal sealed class LiveEntityNetworkUpdateController
private readonly LocalPlayerOutboundController _localPlayerOutbound;
private readonly Func<EntityPhysicsHost?> _playerHostSource;
private readonly Func<uint> _playerGuid;
private readonly Func<double> _gameTime;
private readonly IPhysicsScriptTimeSource _gameTime;
private readonly Func<WorldSession?> _session;
private readonly LiveEntityInboundAuthorityGate _authorityGate;
private readonly Action<WorldSession.EntityPositionUpdate> _aimTeleportDestination;
@ -62,7 +63,7 @@ internal sealed class LiveEntityNetworkUpdateController
private PlayerMovementController? _playerController => _playerControllerSource();
private EntityPhysicsHost? _playerHost => _playerHostSource();
private uint _playerServerGuid => _playerGuid();
private double _physicsScriptGameTime => _gameTime();
private double _physicsScriptGameTime => _gameTime.CurrentScriptTime;
private IReadOnlyDictionary<uint, WorldEntity> _entitiesByServerGuid =>
_liveEntities.MaterializedWorldEntities;
private IReadOnlyDictionary<uint, WorldEntity> _visibleEntitiesByServerGuid =>
@ -97,7 +98,7 @@ internal sealed class LiveEntityNetworkUpdateController
LocalPlayerOutboundController localPlayerOutbound,
Func<EntityPhysicsHost?> playerHostSource,
Func<uint> playerGuid,
Func<double> gameTime,
IPhysicsScriptTimeSource gameTime,
Func<WorldSession?> session,
Action<uint, AcceptedPhysicsTimestamps> publishTimestamps,
Action<WorldSession.EntityPositionUpdate> aimTeleportDestination,

View file

@ -2,6 +2,7 @@ using System.Numerics;
using AcDream.App.Physics;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Rendering.Wb;
using AcDream.App.Update;
using AcDream.App.World;
using AcDream.Content;
using AcDream.Core.Meshing;
@ -44,7 +45,7 @@ internal sealed class DatLiveEntityProjectionMaterializer
private readonly LiveEntityAnimationPresenter _animationPresenter;
private readonly RetailStaticAnimatingObjectScheduler _staticAnimations;
private readonly LiveWorldOriginState _origin;
private readonly Func<double> _gameTime;
private readonly IPhysicsScriptTimeSource _gameTime;
private int _received;
private int _hydrated;
@ -76,7 +77,7 @@ internal sealed class DatLiveEntityProjectionMaterializer
LiveEntityAnimationPresenter animationPresenter,
RetailStaticAnimatingObjectScheduler staticAnimations,
LiveWorldOriginState origin,
Func<double> gameTime)
IPhysicsScriptTimeSource gameTime)
{
_options = options ?? throw new ArgumentNullException(nameof(options));
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
@ -791,7 +792,7 @@ internal sealed class DatLiveEntityProjectionMaterializer
_projectiles.TryBind(
expectedRecord,
setup,
_gameTime(),
_gameTime.CurrentScriptTime,
_origin.CenterX,
_origin.CenterY);

View file

@ -158,6 +158,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
private readonly AcDream.App.Input.LocalPlayerOutboundController _localPlayerOutbound;
private readonly AcDream.App.Input.RetailLocalPlayerFrameController _localPlayerFrame;
private readonly AcDream.App.World.RetailLiveFrameCoordinator _liveFrameCoordinator;
private readonly AcDream.App.Update.UpdateFrameClock _updateFrameClock = new();
private AcDream.App.Physics.RemoteTeleportController? _remoteTeleportController;
// Step 7 projectile presentation. The controller owns no identity map;
// each runtime component is stored on the canonical LiveEntityRecord.
@ -295,7 +296,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
private AcDream.Core.Vfx.PhysicsScriptRunner? _scriptRunner;
private AcDream.Content.Vfx.RetailPhysicsScriptLoader? _physicsScriptLoader;
private AcDream.App.Rendering.Vfx.EntityEffectController? _entityEffects;
private double _physicsScriptGameTime;
private AcDream.App.Rendering.ParticleRenderer? _particleRenderer;
private readonly AcDream.App.Rendering.RetailAlphaQueue _retailAlphaQueue = new();
// Retail GameSky copies SkyObject.PesObjectId into CelestialPosition but
@ -2569,7 +2569,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
_animationPresenter,
_staticAnimationScheduler!,
_liveWorldOrigin,
() => _physicsScriptGameTime);
_updateFrameClock);
var originCoordinator =
new AcDream.App.World.LiveEntityWorldOriginCoordinator(
_liveWorldOrigin,
@ -2642,7 +2642,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
_localPlayerOutbound,
() => _playerHost,
() => _playerServerGuid,
() => _physicsScriptGameTime,
_updateFrameClock,
() => LiveSession,
PublishLocalPhysicsTimestamps,
AimTeleportDestination,
@ -3800,16 +3800,16 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
Console.Error.WriteLine($"[live-entity-teardown] {error}");
}
double frameSeconds =
AcDream.App.World.RetailLiveFrameCoordinator.NormalizeDeltaSeconds(dt);
float frameDelta = (float)frameSeconds;
AcDream.App.Update.UpdateFrameTiming frameTiming = _updateFrameClock.Advance(
new AcDream.App.Update.UpdateFrameInput(dt));
double frameSeconds = frameTiming.SimulationDeltaSeconds;
float frameDelta = frameTiming.SimulationDeltaSecondsSingle;
// Retail ScriptManager::AddScriptInternal (0x0051B310) stamps
// Timer::cur_time at the packet/default-script call site. Publish this
// update frame's clock before streaming and network dispatch, then
// reuse the same timestamp for animation hooks and the later drain.
_physicsScriptGameTime += frameSeconds;
_scriptRunner?.PublishTime(_physicsScriptGameTime);
_scriptRunner?.PublishTime(frameTiming.ScriptTime);
// Phase A.1: advance the streaming controller FIRST so the initial
// landblocks are loaded into GpuWorldState before live-session
@ -5739,7 +5739,6 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
// Use directly from Silk's key callback inverted that order and left
// the client walking to a corpse whose server callback was cancelled.
_selectionInteractions?.DrainOutbound();
_scriptRunner?.PublishTime(_physicsScriptGameTime);
System.Numerics.Vector3? playerPosition =
_entitiesByServerGuid.TryGetValue(
_playerServerGuid,
@ -5792,7 +5791,7 @@ public sealed class GameWindow : IDisposable, ILiveAnimationPresentationContext
// ParticleManager before ScriptManager. A particle created by a PES
// hook therefore begins simulation on the following object frame.
_particleSystem?.Tick(dt);
_scriptRunner?.Tick(_physicsScriptGameTime);
_scriptRunner?.Tick(_updateFrameClock.CurrentScriptTime);
}
/// <summary>

View file

@ -0,0 +1,178 @@
namespace AcDream.App.Update;
/// <summary>
/// The host-supplied input for one update callback.
/// </summary>
internal readonly record struct UpdateFrameInput(double HostDeltaSeconds);
/// <summary>
/// The normalized simulation time shared by every time-advancing phase in one
/// host update.
/// </summary>
internal readonly record struct UpdateFrameTiming(
double SimulationDeltaSeconds,
float SimulationDeltaSecondsSingle,
double ScriptTime);
/// <summary>
/// Owns the normalized host delta and the monotonic PhysicsScript clock.
/// </summary>
/// <remarks>
/// Retail <c>ScriptManager::AddScriptInternal @ 0x0051B310</c> stamps
/// PhysicsScript work from <c>Timer::cur_time</c> at the call site. acdream
/// uses one update-frame timestamp for packet/default scripts, animation
/// hooks, and the later script drain. Absolute liveness time and raw-mouse
/// idle time intentionally do not enter this clock.
/// </remarks>
internal sealed class UpdateFrameClock : IPhysicsScriptTimeSource
{
public double CurrentScriptTime { get; private set; }
public UpdateFrameTiming Advance(UpdateFrameInput input)
{
double deltaSeconds = NormalizeDeltaSeconds(input.HostDeltaSeconds);
CurrentScriptTime += deltaSeconds;
return new UpdateFrameTiming(
deltaSeconds,
(float)deltaSeconds,
CurrentScriptTime);
}
public static double NormalizeDeltaSeconds(double deltaSeconds) =>
double.IsFinite(deltaSeconds)
&& deltaSeconds > 0.0
&& deltaSeconds <= float.MaxValue
? deltaSeconds
: 0.0;
}
internal interface IPhysicsScriptTimeSource
{
double CurrentScriptTime { get; }
}
internal interface IUpdateFrameTeardownPhase
{
void RetryPendingTeardowns();
}
internal interface IUpdateFrameFailureSink
{
void ReportTeardownFailure(AggregateException error);
}
internal interface IUpdateFrameScriptClockPublisher
{
void PublishTime(double scriptTime);
}
internal interface IStreamingFramePhase
{
void Tick();
}
internal interface IGameplayInputFramePhase
{
void Tick(UpdateFrameTiming timing);
}
internal interface IRetailLiveFramePhase
{
void Tick(float deltaSeconds);
}
internal interface ILiveEntityLivenessFramePhase
{
void Tick();
}
internal interface ILocalPlayerTeleportFramePhase
{
void Tick(float deltaSeconds);
}
internal interface IPlayerModeAutoEntryFramePhase
{
void TryEnter();
}
internal interface ICameraFramePhase
{
void Tick(UpdateFrameTiming timing);
}
/// <summary>
/// Owns the accepted acdream host-update phase graph.
/// </summary>
/// <remarks>
/// The nested object/network/command/reconcile order remains owned by
/// <see cref="IRetailLiveFramePhase"/>. This host order is the accepted TS-53
/// adaptation and is not claimed to be the exact retail Client::UseTime order.
/// </remarks>
internal sealed class UpdateFrameOrchestrator
{
private readonly IUpdateFrameTeardownPhase _teardown;
private readonly IUpdateFrameFailureSink _failureSink;
private readonly UpdateFrameClock _clock;
private readonly IUpdateFrameScriptClockPublisher _scriptClockPublisher;
private readonly IStreamingFramePhase _streaming;
private readonly IGameplayInputFramePhase _input;
private readonly IRetailLiveFramePhase _liveFrame;
private readonly ILiveEntityLivenessFramePhase _liveness;
private readonly ILocalPlayerTeleportFramePhase _teleport;
private readonly IPlayerModeAutoEntryFramePhase _playerModeAutoEntry;
private readonly ICameraFramePhase _camera;
public UpdateFrameOrchestrator(
IUpdateFrameTeardownPhase teardown,
IUpdateFrameFailureSink failureSink,
UpdateFrameClock clock,
IUpdateFrameScriptClockPublisher scriptClockPublisher,
IStreamingFramePhase streaming,
IGameplayInputFramePhase input,
IRetailLiveFramePhase liveFrame,
ILiveEntityLivenessFramePhase liveness,
ILocalPlayerTeleportFramePhase teleport,
IPlayerModeAutoEntryFramePhase playerModeAutoEntry,
ICameraFramePhase camera)
{
_teardown = teardown ?? throw new ArgumentNullException(nameof(teardown));
_failureSink = failureSink ?? throw new ArgumentNullException(nameof(failureSink));
_clock = clock ?? throw new ArgumentNullException(nameof(clock));
_scriptClockPublisher = scriptClockPublisher
?? throw new ArgumentNullException(nameof(scriptClockPublisher));
_streaming = streaming ?? throw new ArgumentNullException(nameof(streaming));
_input = input ?? throw new ArgumentNullException(nameof(input));
_liveFrame = liveFrame ?? throw new ArgumentNullException(nameof(liveFrame));
_liveness = liveness ?? throw new ArgumentNullException(nameof(liveness));
_teleport = teleport ?? throw new ArgumentNullException(nameof(teleport));
_playerModeAutoEntry = playerModeAutoEntry
?? throw new ArgumentNullException(nameof(playerModeAutoEntry));
_camera = camera ?? throw new ArgumentNullException(nameof(camera));
}
public void Tick(UpdateFrameInput input)
{
try
{
_teardown.RetryPendingTeardowns();
}
catch (AggregateException error)
{
// The canonical teardown tombstone retains unfinished work for the
// next frame. Other exception types are programming failures and
// deliberately propagate.
_failureSink.ReportTeardownFailure(error);
}
UpdateFrameTiming timing = _clock.Advance(input);
_scriptClockPublisher.PublishTime(timing.ScriptTime);
_streaming.Tick();
_input.Tick(timing);
_liveFrame.Tick(timing.SimulationDeltaSecondsSingle);
_liveness.Tick();
_teleport.Tick(timing.SimulationDeltaSecondsSingle);
_playerModeAutoEntry.TryEnter();
_camera.Tick(timing);
}
}

View file

@ -1,3 +1,5 @@
using AcDream.App.Update;
namespace AcDream.App.World;
/// <summary>
@ -45,9 +47,5 @@ public sealed class RetailLiveFrameCoordinator
}
public static double NormalizeDeltaSeconds(double deltaSeconds) =>
double.IsFinite(deltaSeconds)
&& deltaSeconds > 0.0
&& deltaSeconds <= float.MaxValue
? deltaSeconds
: 0.0;
UpdateFrameClock.NormalizeDeltaSeconds(deltaSeconds);
}