refactor(runtime): own local movement and outbound cadence
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence. Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage. Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
parent
3456dff038
commit
aa3f4a60f8
36 changed files with 878 additions and 276 deletions
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@ -883,8 +883,7 @@ internal sealed class SessionPlayerCompositionPhase
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d.PlayerController,
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worldReveal,
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d.UpdateClock,
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live.SelectionInteractions,
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gameplayInput);
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live.SelectionInteractions);
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bindings.Adopt("current game runtime adapter", gameRuntime);
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bindings.Adopt(
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"retained-UI game runtime commands",
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7
src/AcDream.App/GlobalUsings.cs
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7
src/AcDream.App/GlobalUsings.cs
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@ -0,0 +1,7 @@
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global using AcDream.Runtime.Gameplay;
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global using LocalPlayerControllerSlot =
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AcDream.Runtime.Gameplay.RuntimeLocalPlayerMovementState;
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global using ILocalPlayerControllerSource =
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AcDream.Runtime.Gameplay.IRuntimeLocalPlayerControllerSource;
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global using ILocalPlayerMotionSource =
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AcDream.Runtime.Gameplay.IRuntimeLocalPlayerMotionSource;
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@ -8,18 +8,25 @@ internal interface IMovementInputSource
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}
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/// <summary>
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/// Owns held movement sampling and the retail autorun latch. The input
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/// dispatcher remains the only keyboard/mouse-button state source.
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/// Samples held graphical input and maps press edges onto the Runtime-owned
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/// retail autorun latch. The dispatcher remains the only physical
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/// keyboard/mouse-button state source.
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/// </summary>
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internal sealed class DispatcherMovementInputSource : IMovementInputSource
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{
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private readonly RuntimeLocalPlayerMovementState _movement;
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private readonly IInputCaptureSource? _capture;
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private InputDispatcher? _dispatcher;
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public DispatcherMovementInputSource(IInputCaptureSource? capture = null) =>
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public DispatcherMovementInputSource(
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RuntimeLocalPlayerMovementState movement,
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IInputCaptureSource? capture = null)
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{
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_movement = movement ?? throw new ArgumentNullException(nameof(movement));
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_capture = capture;
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}
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public bool AutoRunActive { get; private set; }
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public bool AutoRunActive => _movement.AutoRunActive;
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public bool IsAvailable => _dispatcher is not null;
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public void Bind(InputDispatcher dispatcher)
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@ -70,10 +77,8 @@ internal sealed class DispatcherMovementInputSource : IMovementInputSource
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public bool HandlePressedAction(InputAction action)
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{
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if (action == InputAction.MovementRunLock)
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{
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AutoRunActive = !AutoRunActive;
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return true;
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}
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return _movement.Execute(
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AcDream.Runtime.RuntimeMovementCommand.ToggleRunLock);
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if (AutoRunActive && action is (
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InputAction.MovementBackup
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@ -81,11 +86,11 @@ internal sealed class DispatcherMovementInputSource : IMovementInputSource
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or InputAction.MovementStrafeLeft
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or InputAction.MovementStrafeRight))
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{
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AutoRunActive = false;
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_movement.CancelAutoRun();
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}
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return false;
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}
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public void ResetSession() => AutoRunActive = false;
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public void ResetSession() => _movement.ResetInputIntent();
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}
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@ -1,252 +0,0 @@
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using System.Numerics;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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namespace AcDream.App.Input;
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/// <summary>
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/// Serializes input-originated output from the object-phase result and the
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/// periodic position report from post-inbound controller state.
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/// </summary>
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public sealed class LocalPlayerOutboundController
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{
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private readonly IMovementTruthDiagnosticSink _diagnostic;
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internal LocalPlayerOutboundController(IMovementTruthDiagnosticSink diagnostic)
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{
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_diagnostic = diagnostic
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?? throw new ArgumentNullException(nameof(diagnostic));
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}
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public LocalPlayerOutboundController(
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Action<string, uint, MovementResult, Vector3, uint, byte> diagnostic)
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{
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_diagnostic = new DelegateMovementTruthDiagnosticSink(diagnostic);
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}
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/// <summary>
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/// Sends input-originated movement and jump packets before inbound
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/// dispatch. Retail emits these from input/object processing rather than
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/// from <c>CommandInterpreter::UseTime</c>.
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/// </summary>
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public void SendPreNetworkActions(
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WorldSession? session,
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PlayerMovementController controller,
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MovementResult movement,
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bool hidden)
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{
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if (session is null || hidden)
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return;
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if (!controller.TryGetOutboundPosition(out Position outboundPosition))
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{
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return;
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}
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uint wireCellId = outboundPosition.ObjCellId;
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Vector3 wirePosition = outboundPosition.Frame.Origin;
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Quaternion wireRotation = outboundPosition.Frame.Orientation;
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if (movement.ShouldSendMovementEvent)
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TrySendMovement(session, controller, movement);
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if (movement.JumpExtent.HasValue && movement.JumpVelocity.HasValue)
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{
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uint sequence = session.NextGameActionSequence();
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byte[] body = JumpAction.Build(
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gameActionSequence: sequence,
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extent: movement.JumpExtent.Value,
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velocity: movement.JumpVelocity.Value,
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cellId: wireCellId,
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position: wirePosition,
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rotation: wireRotation,
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instanceSequence: session.InstanceSequence,
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serverControlSequence: session.ServerControlSequence,
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teleportSequence: session.TeleportSequence,
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forcePositionSequence: session.ForcePositionSequence);
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session.SendGameAction(body);
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}
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}
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/// <summary>
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/// Ports the position-send slot in <c>CommandInterpreter::UseTime</c>
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/// (<c>0x006B3BF0</c>), which SmartBox calls after draining inbound
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/// events. The predicate and serialized frame therefore observe any
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/// accepted ForcePosition or teleport state from this update.
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/// </summary>
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public void SendPostNetworkPosition(
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WorldSession? session,
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PlayerMovementController controller,
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bool hidden)
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{
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if (session is null || hidden)
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return;
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if (!controller.TryGetOutboundPosition(out Position position))
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{
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return;
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}
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uint wireCellId = position.ObjCellId;
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Vector3 wirePosition = position.Frame.Origin;
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Quaternion wireRotation = position.Frame.Orientation;
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if (!controller.ShouldSendPositionEvent(
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position,
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controller.ContactPlane,
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controller.SimTimeSeconds)
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|| !controller.CanSendPositionEvent)
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{
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return;
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}
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MovementResult movement = controller.CapturePresentationResult();
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byte contactByte = movement.IsOnGround ? (byte)1 : (byte)0;
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uint sequence = session.NextGameActionSequence();
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byte[] body = AutonomousPosition.Build(
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gameActionSequence: sequence,
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cellId: wireCellId,
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position: wirePosition,
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rotation: wireRotation,
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instanceSequence: session.InstanceSequence,
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serverControlSequence: session.ServerControlSequence,
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teleportSequence: session.TeleportSequence,
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forcePositionSequence: session.ForcePositionSequence,
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lastContact: contactByte);
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_diagnostic.OnOutbound(
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"AP",
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sequence,
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movement,
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wirePosition,
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wireCellId,
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contactByte);
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session.SendGameAction(body);
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controller.NotePositionSent(
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position,
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controller.ContactPlane,
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controller.SimTimeSeconds);
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}
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/// <summary>
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/// Retail ForcePosition acknowledgement sent immediately after the local
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/// body is blipped. Unlike the periodic post-network sender, this bypasses
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/// the elapsed/difference predicate but still requires a valid grounded
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/// canonical frame.
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/// </summary>
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internal void SendImmediatePosition(
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WorldSession? session,
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PlayerMovementController? controller)
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{
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if (session is null
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|| controller is null
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|| !controller.CanSendPositionEvent)
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{
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return;
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}
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if (!controller.TryGetOutboundPosition(out Position outboundPosition))
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return;
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uint cellId = outboundPosition.ObjCellId;
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Vector3 position = outboundPosition.Frame.Origin;
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Quaternion rotation = outboundPosition.Frame.Orientation;
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uint sequence = session.NextGameActionSequence();
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byte[] body = AutonomousPosition.Build(
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gameActionSequence: sequence,
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cellId: cellId,
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position: position,
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rotation: rotation,
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instanceSequence: session.InstanceSequence,
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serverControlSequence: session.ServerControlSequence,
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teleportSequence: session.TeleportSequence,
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forcePositionSequence: session.ForcePositionSequence,
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lastContact: 1);
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session.SendGameAction(body);
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controller.NotePositionSent(
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outboundPosition,
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controller.ContactPlane,
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controller.SimTimeSeconds);
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}
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public bool TrySendMovement(
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WorldSession? session,
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PlayerMovementController? controller,
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MovementResult movement)
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{
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if (session is null || controller is null)
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return false;
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if (!controller.TryGetOutboundPosition(out Position outboundPosition))
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{
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return false;
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}
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uint wireCellId = outboundPosition.ObjCellId;
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Vector3 wirePosition = outboundPosition.Frame.Origin;
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Quaternion wireRotation = outboundPosition.Frame.Orientation;
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byte contactByte = movement.IsOnGround ? (byte)1 : (byte)0;
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RawMotionState rawMotionState = BuildRawMotionState(movement);
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uint sequence = session.NextGameActionSequence();
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byte[] body = MoveToState.Build(
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gameActionSequence: sequence,
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rawMotionState: rawMotionState,
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cellId: wireCellId,
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position: wirePosition,
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rotation: wireRotation,
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instanceSequence: session.InstanceSequence,
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serverControlSequence: session.ServerControlSequence,
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teleportSequence: session.TeleportSequence,
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forcePositionSequence: session.ForcePositionSequence,
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contact: contactByte != 0,
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standingLongjump: false);
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_diagnostic.OnOutbound(
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"MTS",
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sequence,
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movement,
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wirePosition,
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wireCellId,
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contactByte);
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session.SendGameAction(body);
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controller.NoteMovementSent(
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controller.SimTimeSeconds,
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movement.IsMouseLookMovementEvent);
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return true;
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}
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public static RawMotionState BuildRawMotionState(MovementResult movement)
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{
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HoldKey axisHoldKey = movement.IsRunning ? HoldKey.Run : HoldKey.None;
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return new RawMotionState
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{
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CurrentHoldKey = axisHoldKey,
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// CommandInterpreter::SendMovementEvent @ 0x006B4680 passes
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// CPhysicsObj::InqRawMotionState directly to MoveToStatePack.
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// RawMotionState::UnPack @ 0x0051EFC0 treats an absent style as
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// NonCombat, so this is state—not optional observer decoration.
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CurrentStyle = movement.CurrentStyle,
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ForwardCommand = movement.ForwardCommand
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?? RawMotionState.Default.ForwardCommand,
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ForwardHoldKey = movement.ForwardCommand.HasValue
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? axisHoldKey : HoldKey.Invalid,
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ForwardSpeed = movement.ForwardSpeed
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?? RawMotionState.Default.ForwardSpeed,
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SidestepCommand = movement.SidestepCommand
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?? RawMotionState.Default.SidestepCommand,
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SidestepHoldKey = movement.SidestepCommand.HasValue
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? movement.SidestepUsesRunHold
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? HoldKey.Run
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: axisHoldKey
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: HoldKey.Invalid,
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SidestepSpeed = movement.SidestepSpeed
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?? RawMotionState.Default.SidestepSpeed,
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TurnCommand = movement.TurnCommand
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?? RawMotionState.Default.TurnCommand,
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TurnHoldKey = movement.TurnCommand.HasValue
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? movement.TurnUsesRunHold
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? HoldKey.Run
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: axisHoldKey
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: HoldKey.Invalid,
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TurnSpeed = movement.TurnSpeed
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?? RawMotionState.Default.TurnSpeed,
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};
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}
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}
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@ -16,89 +16,6 @@ internal sealed class LocalPlayerIdentityState : ILocalPlayerIdentitySource
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public uint ServerGuid { get; set; }
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}
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internal interface ILocalPlayerControllerSource
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{
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PlayerMovementController? Controller { get; }
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}
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internal interface ILocalPlayerMotionSource
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{
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MotionInterpreter? Motion { get; }
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}
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/// <summary>
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/// The one mutable local movement-controller slot. Player-mode lifecycle owns
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/// assignment; update and presentation owners receive the read-only seam.
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/// </summary>
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internal sealed class LocalPlayerControllerSlot
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: ILocalPlayerControllerSource,
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ILocalPlayerMotionSource
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{
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private PlayerMovementController? _preparingMotionOwner;
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public PlayerMovementController? Controller { get; set; }
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/// <summary>
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/// The motion owner visible to the local PartArray completion relay.
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/// During player-mode construction this is the fully animation-bound
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/// candidate controller; all other consumers continue to see only the
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/// committed <see cref="Controller"/>.
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/// </summary>
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MotionInterpreter? ILocalPlayerMotionSource.Motion =>
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_preparingMotionOwner?.Motion ?? Controller?.Motion;
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/// <summary>
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/// Opens the narrow construction-time ownership seam required by retail's
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/// CPhysicsObj/PartArray lifetime. Initial placement synchronously queues
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/// and completes StopCompletely, so its MotionDone relay must reach the
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/// candidate interpreter before the complete controller is published.
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/// </summary>
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public IDisposable BeginMotionPreparation(
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PlayerMovementController controller,
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Action? drainPriorAnimationQueue = null)
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{
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ArgumentNullException.ThrowIfNull(controller);
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if (_preparingMotionOwner is not null)
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{
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throw new InvalidOperationException(
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"A local player motion owner is already being prepared.");
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}
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// The live PartArray exists before the local player controller. Drain
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// any animation completions produced under that prior ownership while
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// they still resolve to the prior (or null) interpreter. Publishing
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// the fresh interpreter first would let those old callbacks pop its
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// new pending_motions queue and leave an unmatched Ready sentinel.
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drainPriorAnimationQueue?.Invoke();
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_preparingMotionOwner = controller;
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return new MotionPreparation(this, controller);
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}
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private void EndMotionPreparation(PlayerMovementController controller)
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{
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if (!ReferenceEquals(_preparingMotionOwner, controller))
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{
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throw new InvalidOperationException(
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"The local player motion preparation owner changed unexpectedly.");
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}
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_preparingMotionOwner = null;
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}
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private sealed class MotionPreparation(
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LocalPlayerControllerSlot owner,
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PlayerMovementController controller) : IDisposable
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{
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private LocalPlayerControllerSlot? _owner = owner;
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public void Dispose()
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{
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LocalPlayerControllerSlot? current = Interlocked.Exchange(ref _owner, null);
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current?.EndMotionPreparation(controller);
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}
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}
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}
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internal interface ILocalPlayerPhysicsHostSource
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{
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EntityPhysicsHost? Host { get; }
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@ -3,23 +3,6 @@ using AcDream.Core.Net;
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namespace AcDream.App.Input;
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internal interface IMovementTruthDiagnosticSink
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{
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void OnOutbound(
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string kind,
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uint sequence,
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MovementResult result,
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Vector3 wirePosition,
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uint wireCellId,
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byte contactByte);
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void OnServerEcho(
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WorldSession.EntityPositionUpdate update,
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Vector3 serverWorldPosition);
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void ResetSession();
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}
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internal sealed class MovementTruthDiagnosticController
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: IMovementTruthDiagnosticSink
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{
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@ -129,33 +112,3 @@ internal sealed class MovementTruthDiagnosticController
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? FormattableString.Invariant($"0x{command.Value:X8}")
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: "-";
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}
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internal sealed class DelegateMovementTruthDiagnosticSink
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: IMovementTruthDiagnosticSink
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{
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private readonly Action<string, uint, MovementResult, Vector3, uint, byte>
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_outbound;
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public DelegateMovementTruthDiagnosticSink(
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Action<string, uint, MovementResult, Vector3, uint, byte> outbound) =>
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_outbound = outbound ?? throw new ArgumentNullException(nameof(outbound));
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public void OnOutbound(
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string kind,
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uint sequence,
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MovementResult result,
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Vector3 wirePosition,
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uint wireCellId,
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byte contactByte) =>
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_outbound(kind, sequence, result, wirePosition, wireCellId, contactByte);
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public void OnServerEcho(
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WorldSession.EntityPositionUpdate update,
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Vector3 serverWorldPosition)
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{
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}
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public void ResetSession()
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{
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}
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}
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|
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@ -256,7 +256,8 @@ internal sealed class PlayerModeController :
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{
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var controller = new PlayerMovementController(
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_physics,
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playerRecord.ObjectClock);
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playerRecord.ObjectClock,
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PlayerMovementConstructionOptions.From(_skills.Snapshot));
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controller.ApplyPhysicsState(playerRecord.FinalPhysicsState);
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// Retail MovementManager::MakeMoveToManager @ 0x00524000 creates one
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|
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File diff suppressed because it is too large
Load diff
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@ -162,7 +162,7 @@ public sealed class GameWindow :
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private LiveEntityAnimationPresenter _animationPresenter = null!;
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private readonly AcDream.App.Input.MovementTruthDiagnosticController
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||||
_movementTruthDiagnostics;
|
||||
private readonly AcDream.App.Input.LocalPlayerOutboundController _localPlayerOutbound;
|
||||
private readonly LocalPlayerOutboundController _localPlayerOutbound;
|
||||
private readonly AcDream.App.Update.UpdateFrameClock _updateFrameClock = new();
|
||||
private AcDream.App.Physics.RemoteTeleportController? _remoteTeleportController;
|
||||
// Step 7 projectile presentation. The controller owns no identity map;
|
||||
|
|
@ -431,8 +431,8 @@ public sealed class GameWindow :
|
|||
private AcDream.App.Rendering.SceneLightingUboBinding? _sceneLightingUbo;
|
||||
private AcDream.App.Rendering.Sky.SkyRenderer? _skyRenderer;
|
||||
// Phase B.2: player movement mode.
|
||||
private readonly AcDream.App.Input.LocalPlayerControllerSlot _playerControllerSlot = new();
|
||||
private AcDream.App.Input.PlayerMovementController? _playerController
|
||||
private readonly RuntimeLocalPlayerMovementState _playerControllerSlot = new();
|
||||
private PlayerMovementController? _playerController
|
||||
=> _playerControllerSlot.Controller;
|
||||
private readonly AcDream.App.Input.ChaseCameraInputState _chaseCameraInput = new();
|
||||
private AcDream.App.Rendering.ChaseCamera? _chaseCamera
|
||||
|
|
@ -586,6 +586,7 @@ public sealed class GameWindow :
|
|||
new AcDream.App.Input.DevToolsInputCaptureSource(options.DevTools),
|
||||
_retainedInputCapture);
|
||||
_movementInput = new AcDream.App.Input.DispatcherMovementInputSource(
|
||||
_playerControllerSlot,
|
||||
_inputCapture);
|
||||
_framebufferResize = new FramebufferResizeController(_viewportAspect);
|
||||
_datDir = options.DatDir;
|
||||
|
|
@ -620,7 +621,7 @@ public sealed class GameWindow :
|
|||
options.DumpMoveTruth,
|
||||
_playerControllerSlot,
|
||||
_localPlayerIdentity);
|
||||
_localPlayerOutbound = new AcDream.App.Input.LocalPlayerOutboundController(
|
||||
_localPlayerOutbound = new LocalPlayerOutboundController(
|
||||
_movementTruthDiagnostics);
|
||||
}
|
||||
|
||||
|
|
@ -1587,6 +1588,7 @@ public sealed class GameWindow :
|
|||
_runtimeCharacter,
|
||||
_runtimeCommunication,
|
||||
_runtimeActions,
|
||||
_playerControllerSlot,
|
||||
_renderSceneShadow,
|
||||
_livePresentationBindings,
|
||||
_entityEffectAdvance,
|
||||
|
|
|
|||
|
|
@ -88,6 +88,7 @@ internal sealed record LiveShutdownRoots(
|
|||
RuntimeCharacterState Character,
|
||||
RuntimeCommunicationState Communication,
|
||||
RuntimeActionState Actions,
|
||||
RuntimeLocalPlayerMovementState Movement,
|
||||
RenderSceneShadowRuntime? RenderSceneShadow,
|
||||
LivePresentationRuntimeBindings? PresentationBindings,
|
||||
DeferredEntityEffectAdvanceSource EffectAdvance,
|
||||
|
|
@ -392,6 +393,9 @@ internal static class GameWindowShutdownManifest
|
|||
]),
|
||||
new ResourceShutdownStage("runtime entity/object stream",
|
||||
[
|
||||
Hard(
|
||||
"runtime local movement state",
|
||||
live.Movement.Dispose),
|
||||
Hard(
|
||||
"runtime action state",
|
||||
live.Actions.Dispose),
|
||||
|
|
|
|||
|
|
@ -38,11 +38,10 @@ internal sealed class CurrentGameRuntimeAdapter
|
|||
RuntimeCharacterState character,
|
||||
RuntimeCommunicationState communication,
|
||||
RuntimeActionState actions,
|
||||
ILocalPlayerControllerSource playerController,
|
||||
RuntimeLocalPlayerMovementState movement,
|
||||
WorldRevealCoordinator worldReveal,
|
||||
IGameRuntimeClock clock,
|
||||
SelectionInteractionController selection,
|
||||
GameplayInputFrameController gameplayInput)
|
||||
SelectionInteractionController selection)
|
||||
{
|
||||
_view = new CurrentGameRuntimeViewAdapter(
|
||||
session,
|
||||
|
|
@ -53,7 +52,7 @@ internal sealed class CurrentGameRuntimeAdapter
|
|||
character,
|
||||
communication,
|
||||
actions,
|
||||
playerController,
|
||||
movement,
|
||||
worldReveal,
|
||||
clock);
|
||||
entityObjects.BindEventContext(
|
||||
|
|
@ -71,8 +70,8 @@ internal sealed class CurrentGameRuntimeAdapter
|
|||
inventory,
|
||||
character,
|
||||
actions,
|
||||
movement,
|
||||
selection,
|
||||
gameplayInput,
|
||||
_events);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -34,8 +34,8 @@ internal sealed class CurrentGameRuntimeCommandAdapter
|
|||
private readonly RuntimeInventoryState _inventory;
|
||||
private readonly RuntimeCharacterState _character;
|
||||
private readonly RuntimeActionState _actions;
|
||||
private readonly RuntimeLocalPlayerMovementState _movement;
|
||||
private readonly SelectionInteractionController _selection;
|
||||
private readonly GameplayInputFrameController _gameplayInput;
|
||||
private readonly ICurrentGameRuntimeEventSink _events;
|
||||
|
||||
public CurrentGameRuntimeCommandAdapter(
|
||||
|
|
@ -46,8 +46,8 @@ internal sealed class CurrentGameRuntimeCommandAdapter
|
|||
RuntimeInventoryState inventory,
|
||||
RuntimeCharacterState character,
|
||||
RuntimeActionState actions,
|
||||
RuntimeLocalPlayerMovementState movement,
|
||||
SelectionInteractionController selection,
|
||||
GameplayInputFrameController gameplayInput,
|
||||
ICurrentGameRuntimeEventSink events)
|
||||
{
|
||||
_session = session ?? throw new ArgumentNullException(nameof(session));
|
||||
|
|
@ -58,9 +58,9 @@ internal sealed class CurrentGameRuntimeCommandAdapter
|
|||
_character = character ?? throw new ArgumentNullException(nameof(character));
|
||||
_actions = actions
|
||||
?? throw new ArgumentNullException(nameof(actions));
|
||||
_movement = movement
|
||||
?? throw new ArgumentNullException(nameof(movement));
|
||||
_selection = selection ?? throw new ArgumentNullException(nameof(selection));
|
||||
_gameplayInput = gameplayInput
|
||||
?? throw new ArgumentNullException(nameof(gameplayInput));
|
||||
_events = events ?? throw new ArgumentNullException(nameof(events));
|
||||
}
|
||||
|
||||
|
|
@ -246,22 +246,9 @@ internal sealed class CurrentGameRuntimeCommandAdapter
|
|||
if (gate != RuntimeCommandStatus.Accepted)
|
||||
return Result(gate);
|
||||
|
||||
InputAction action = command switch
|
||||
{
|
||||
RuntimeMovementCommand.ToggleRunLock => InputAction.MovementRunLock,
|
||||
RuntimeMovementCommand.Stop => InputAction.MovementStop,
|
||||
_ => InputAction.None,
|
||||
};
|
||||
RuntimeCommandStatus status;
|
||||
if (action == InputAction.None)
|
||||
{
|
||||
status = RuntimeCommandStatus.Unsupported;
|
||||
}
|
||||
else
|
||||
{
|
||||
_gameplayInput.HandlePressedMovementAction(action);
|
||||
status = RuntimeCommandStatus.Accepted;
|
||||
}
|
||||
RuntimeCommandStatus status = _movement.Execute(command)
|
||||
? RuntimeCommandStatus.Accepted
|
||||
: RuntimeCommandStatus.Unsupported;
|
||||
|
||||
_events.EmitCommand(RuntimeCommandDomain.Movement, (int)command, status);
|
||||
return Result(status);
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
private readonly IRuntimeSocialView _socialView;
|
||||
private readonly IRuntimeChatView _chatView;
|
||||
private readonly IRuntimeActionView _actionView;
|
||||
private readonly MovementView _movementView;
|
||||
private readonly IRuntimeMovementView _movementView;
|
||||
private readonly PortalView _portalView;
|
||||
private bool _active = true;
|
||||
|
||||
|
|
@ -42,7 +42,7 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
RuntimeCharacterState character,
|
||||
RuntimeCommunicationState communication,
|
||||
RuntimeActionState actions,
|
||||
ILocalPlayerControllerSource playerController,
|
||||
RuntimeLocalPlayerMovementState movement,
|
||||
WorldRevealCoordinator worldReveal,
|
||||
IGameRuntimeClock clock)
|
||||
{
|
||||
|
|
@ -65,10 +65,8 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
_socialView = communication.SocialView;
|
||||
_actionView = (
|
||||
actions ?? throw new ArgumentNullException(nameof(actions))).View;
|
||||
_movementView = new MovementView(
|
||||
playerController
|
||||
?? throw new ArgumentNullException(nameof(playerController)),
|
||||
_clock);
|
||||
_movementView = (
|
||||
movement ?? throw new ArgumentNullException(nameof(movement))).View;
|
||||
_portalView = new PortalView(
|
||||
worldReveal ?? throw new ArgumentNullException(nameof(worldReveal)));
|
||||
}
|
||||
|
|
@ -132,35 +130,6 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
|
||||
internal void Deactivate() => _active = false;
|
||||
|
||||
private sealed class MovementView(
|
||||
ILocalPlayerControllerSource owner,
|
||||
IGameRuntimeClock clock)
|
||||
: IRuntimeMovementView
|
||||
{
|
||||
public RuntimeMovementSnapshot Snapshot
|
||||
{
|
||||
get
|
||||
{
|
||||
PlayerMovementController? controller = owner.Controller;
|
||||
return controller is null
|
||||
? new RuntimeMovementSnapshot(
|
||||
false,
|
||||
0u,
|
||||
default,
|
||||
default,
|
||||
false,
|
||||
clock.SimulationTimeSeconds)
|
||||
: new RuntimeMovementSnapshot(
|
||||
true,
|
||||
controller.LocalEntityId,
|
||||
controller.CellPosition,
|
||||
controller.BodyVelocity,
|
||||
controller.IsAirborne,
|
||||
clock.SimulationTimeSeconds);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class PortalView(WorldRevealCoordinator owner)
|
||||
: IRuntimePortalView
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue