refactor(runtime): own canonical action state
Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering. Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
parent
bb45afef33
commit
b298f99f91
38 changed files with 711 additions and 93 deletions
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@ -44,9 +44,8 @@ internal sealed record InteractionRetainedUiDependencies(
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RetainedUiInputCaptureSlot RetainedInputCapture,
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InputDispatcher? InputDispatcher,
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RuntimeSettingsController Settings,
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CombatState Combat,
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RuntimeActionState Actions,
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ICombatAttackOperations CombatAttackOperations,
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SelectionState Selection,
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RuntimeInventoryState Inventory,
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MagicCatalog MagicCatalog,
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RuntimeCharacterState Character,
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@ -257,14 +256,14 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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{
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public CombatAttackController CreateCombatAttack(
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InteractionRetainedUiDependencies d) =>
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new(d.Combat, d.CombatAttackOperations);
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new(d.Actions.Combat, d.CombatAttackOperations);
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public CombatTargetController CreateCombatTarget(
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InteractionRetainedUiDependencies d,
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DeferredSelectionUiAuthority selection) =>
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new(
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d.Combat,
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d.Selection,
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d.Actions.Combat,
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d.Actions.Selection,
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autoTarget: () => d.Settings.Gameplay.AutoTarget,
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selectClosestTarget: () =>
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selection.SelectClosestCombatTarget(showToast: false));
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@ -286,6 +285,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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return new ItemInteractionController(
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d.Inventory.Objects,
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d.Inventory.Transactions,
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d.Actions.Interaction,
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playerGuid: () => d.PlayerIdentity.ServerGuid,
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sendUse: null,
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sendExamine: guid => session.CurrentSession?.SendAppraise(guid),
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@ -304,8 +304,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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d.PlayerMode.IsPlayerMode
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&& d.PlayerController.Controller is { IsAirborne: false },
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inNonCombatMode: () =>
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d.Combat.CurrentMode == CombatMode.NonCombat,
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combatState: d.Combat,
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d.Actions.Combat.CurrentMode == CombatMode.NonCombat,
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combatState: d.Actions.Combat,
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sendChangeCombatMode: mode =>
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session.CurrentSession?.SendChangeCombatMode(mode),
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isComponentPack: d.MagicCatalog.IsComponentPack,
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@ -316,7 +316,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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d.Inventory.ExternalContainers.CurrentContainerId,
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sendSplitToWorld: (item, amount) =>
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session.CurrentSession?.SendStackableSplitTo3D(item, amount),
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selectedObjectId: () => d.Selection.SelectedObjectId ?? 0u,
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selectedObjectId: () =>
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d.Actions.Selection.SelectedObjectId ?? 0u,
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stackSplitQuantity: d.StackSplitQuantity,
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systemMessage:
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text => d.Communication.Chat.OnSystemMessage(text, 0x1Au),
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@ -351,7 +352,9 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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try
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{
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VitalsVM vitals = d.ExistingVitals
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?? new VitalsVM(d.Combat, d.Character.LocalPlayer);
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?? new VitalsVM(
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d.Actions.Combat,
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d.Character.LocalPlayer);
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UiHost host = lease.AcquireHost(
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() => new UiHost(
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d.Gl,
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@ -367,7 +370,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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itemInteraction,
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worldTargetProvider: () =>
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late.Selection.PickAtCursor(includeSelf: true) ?? 0u,
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combatModeProvider: () => d.Combat.CurrentMode);
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combatModeProvider: () =>
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d.Actions.Combat.CurrentMode);
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var cursorManager = new RetailCursorManager(d.Dats, d.DatLock);
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checkpoint(InteractionRetainedUiCompositionPoint.CursorAssetsCreated);
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@ -404,7 +408,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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d.MagicCatalog,
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d.Character.Spellbook,
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d.Inventory.Objects,
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selectedObject: () => d.Selection.SelectedObjectId,
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selectedObject: () =>
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d.Actions.Selection.SelectedObjectId,
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localPlayerId: () => d.PlayerIdentity.ServerGuid,
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accountName: () => late.Session.AccountName
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?? d.Options.LiveUser
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@ -533,10 +538,10 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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Chat: new ChatRuntimeBindings(chat, () => late.Session.Commands),
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Radar: new RadarRuntimeBindings(
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late.Radar.Snapshot,
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d.Selection,
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d.Actions.Selection,
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d.Settings.SetUiLocked),
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Combat: new CombatRuntimeBindings(
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d.Combat,
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d.Actions.Combat,
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combatAttack,
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() => d.Settings.Gameplay,
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d.Settings.SetCombatGameplay),
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@ -550,11 +555,13 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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iconComposer.GetDragIcon,
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iconComposer.GetSpellIcon,
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iconComposer.GetSpellComponentIcon,
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d.Selection,
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d.Actions.Selection,
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d.MagicCatalog.GetSpellLevel,
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magic.GetExamineComponents,
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MagicSkillLevel,
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guid => d.Selection.Select(guid, SelectionChangeSource.Inventory),
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guid => d.Actions.Selection.Select(
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guid,
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SelectionChangeSource.Inventory),
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guid => late.Session.TryUseItem(guid, d.Log),
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(tab, position, spellId) =>
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late.GameRuntime.AddFavorite(tab, position, spellId),
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@ -574,7 +581,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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() => 1.0,
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() => d.Settings.DisplayPreview.ShowFps),
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VividTarget: new VividTargetRuntimeBindings(
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d.Selection,
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d.Actions.Selection,
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() => d.PlayerIdentity.ServerGuid,
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() => d.Settings.Gameplay.VividTargetingIndicator,
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late.Selection.ResolveVividTargetInfo,
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@ -596,19 +603,19 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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iconComposer.GetIcon,
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iconComposer.GetDragIcon,
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guid => late.Session.TryUseItem(guid, d.Log),
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d.Combat,
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d.Actions.Combat,
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d.Inventory.ItemMana,
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d.CombatModeCommands.Toggle,
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itemInteraction,
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entry => late.GameRuntime.AddShortcut(entry),
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index => late.GameRuntime.RemoveShortcut(index),
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d.Selection,
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handler => d.Combat.HealthChanged += handler,
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handler => d.Combat.HealthChanged -= handler,
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d.Actions.Selection,
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handler => d.Actions.Combat.HealthChanged += handler,
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handler => d.Actions.Combat.HealthChanged -= handler,
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late.Selection.ShouldShowHealth,
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guid => d.Inventory.Objects.Get(guid)?.GetAppropriateName(),
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d.Combat.GetHealthPercent,
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d.Combat.HasHealth,
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d.Actions.Combat.GetHealthPercent,
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d.Actions.Combat.HasHealth,
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guid =>
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(uint)(d.Inventory.Objects.Get(guid)?.StackSize ?? 0),
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guid => late.Session.CurrentSession?.SendQueryHealth(guid),
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@ -646,14 +653,14 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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target,
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amount),
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itemInteraction,
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d.Selection),
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d.Actions.Selection),
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ExternalContainer: new ExternalContainerRuntimeBindings(
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d.Inventory.ExternalContainers,
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d.Inventory.Objects,
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iconComposer.GetIcon,
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iconComposer.GetDragIcon,
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itemInteraction,
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d.Selection,
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d.Actions.Selection,
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guid => late.Session.CurrentSession?.SendUse(guid),
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(item, container, placement) =>
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late.Session.CurrentSession?.SendPutItemInContainer(
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@ -48,7 +48,7 @@ internal sealed record SessionPlayerDependencies(
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PhysicsDataCache PhysicsDataCache,
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WorldGameState WorldGameState,
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WorldEvents WorldEvents,
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SelectionState Selection,
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RuntimeActionState Actions,
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RuntimeEntityObjectLifetime EntityObjects,
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EntityClassificationCache ClassificationCache,
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LiveEntityRuntimeSlot RuntimeSlot,
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@ -80,7 +80,6 @@ internal sealed record SessionPlayerDependencies(
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UpdateFrameClock UpdateClock,
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MovementTruthDiagnosticController MovementDiagnostics,
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CombatAttackOperationsSlot CombatAttackOperations,
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CombatState Combat,
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CombatFeedbackSlot CombatFeedback,
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RuntimeCommunicationState Communication,
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RuntimeCharacterState Character,
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@ -326,7 +325,7 @@ internal sealed class SessionPlayerCompositionPhase
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d.DatLock);
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var worldQuiescence = new WorldGenerationQuiescence(
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live.WorldAvailability,
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d.Selection,
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d.Actions.Selection,
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live.WorldState,
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guid => live.LiveEntities.TryGetProjectionKey(
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guid,
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@ -455,7 +454,7 @@ internal sealed class SessionPlayerCompositionPhase
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live.EntityEffects,
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live.RemoteTeleport,
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live.SelectionInteractions,
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d.Selection,
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d.Actions.Selection,
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d.AnimatedEntities,
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d.RemoteMovementObservations,
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d.TranslucencyFades,
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@ -563,9 +562,9 @@ internal sealed class SessionPlayerCompositionPhase
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"combat attack operations",
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d.CombatAttackOperations.BindOwned(
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new LiveCombatAttackOperations(
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d.Combat,
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d.Actions.Combat,
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new CombatAttackTargetSource(
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d.Selection,
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d.Actions.Selection,
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live.LiveEntities,
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d.EntityObjects.Objects,
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d.PlayerIdentity),
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@ -798,7 +797,7 @@ internal sealed class SessionPlayerCompositionPhase
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new LiveSessionDomainRuntime(
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d.EntityObjects,
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d.Character,
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d.Combat,
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d.Actions,
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d.Inventory,
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d.Communication),
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new LiveSessionUiRuntime(
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@ -856,7 +855,7 @@ internal sealed class SessionPlayerCompositionPhase
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new LocalPlayerCombatEquipmentSource(
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d.EntityObjects.Objects,
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d.PlayerIdentity),
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d.Combat,
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d.Actions.Combat,
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new ItemInteractionCombatModeIntentSink(
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interaction.ItemInteraction),
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d.Log,
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@ -875,10 +874,10 @@ internal sealed class SessionPlayerCompositionPhase
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d.Inventory,
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d.Character,
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d.Communication,
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d.Actions,
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d.PlayerController,
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worldReveal,
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d.UpdateClock,
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d.Selection,
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live.SelectionInteractions,
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gameplayInput,
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combatCommand);
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@ -940,7 +939,7 @@ internal sealed class SessionPlayerCompositionPhase
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GameplayInputActionRouter gameplayActions =
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GameplayInputActionRouter.Create(
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dispatcher,
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d.Combat,
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d.Actions.Combat,
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targets,
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d.HostQuiescence,
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d.Log);
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@ -41,7 +41,7 @@ internal sealed record LiveSessionPlayerRuntime(
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internal sealed record LiveSessionDomainRuntime(
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RuntimeEntityObjectLifetime EntityObjects,
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RuntimeCharacterState Character,
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CombatState Combat,
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RuntimeActionState Actions,
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RuntimeInventoryState Inventory,
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RuntimeCommunicationState Communication);
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@ -134,7 +134,7 @@ internal sealed class LiveSessionRuntimeFactory
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SetChatIdentity: _domain.Communication.Chat.SetLocalPlayerGuid,
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MarkPersistent: _world.WorldState.MarkPersistent,
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SetVanishProbeIdentity: id => EntityVanishProbe.PlayerGuid = id,
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ClearCombat: _domain.Combat.Clear),
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ClearCombat: _domain.Actions.Combat.Clear),
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EnteredWorld: new(
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SetActiveCharacter: _interaction.Settings.SetActiveCharacter,
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RestoreLayout: () => _ui.RetailUi?.RestoreLayout(),
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@ -170,7 +170,7 @@ internal sealed class LiveSessionRuntimeFactory
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Spellbook = _domain.Character.ResetSpellbook,
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MagicRuntime = () => _ui.Magic?.Reset(),
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CombatAttack = _interaction.CombatAttack.ResetSession,
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CombatState = _domain.Combat.Clear,
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CombatState = _domain.Actions.Combat.Clear,
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ItemMana = _domain.Inventory.ResetItemMana,
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LocalPlayer = _domain.Character.ResetLocalPlayer,
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Friends = _domain.Communication.ResetFriends,
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@ -275,7 +275,7 @@ internal sealed class LiveSessionRuntimeFactory
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{
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var skillCreditResolver = new LiveSkillCreditResolver(skillTable);
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return new LiveCharacterSessionBindings(
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_domain.Combat,
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_domain.Actions.Combat,
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_domain.Character,
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ResolveSkillFormulaBonus: skillCreditResolver.Resolve,
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OnSkillsUpdated: (runSkill, jumpSkill) =>
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@ -31,10 +31,18 @@ var runtimeOptions = RuntimeOptions.FromEnvironment(datDir);
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var worldGameState = new AcDream.Core.Plugins.WorldGameState();
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var worldEvents = new AcDream.Core.Plugins.WorldEvents();
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var selection = new AcDream.Core.Selection.SelectionState();
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var uiRegistry = new AcDream.App.Plugins.BufferedUiRegistry();
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using var window = new GameWindow(
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runtimeOptions,
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worldGameState,
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worldEvents,
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uiRegistry);
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var host = new AppPluginHost(
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new SerilogAdapter(Log.Logger), worldGameState, worldEvents, selection, uiRegistry);
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new SerilogAdapter(Log.Logger),
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worldGameState,
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worldEvents,
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window.Selection,
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uiRegistry);
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var pluginsDir = Path.Combine(AppContext.BaseDirectory, "plugins");
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Log.Information("scanning plugins in {PluginsDir}", pluginsDir);
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@ -67,8 +75,6 @@ try
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catch (Exception ex) { Log.Error(ex, "plugin enable failed: {Id}", plugin.Manifest.Id); }
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}
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using var window = new GameWindow(
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runtimeOptions, worldGameState, worldEvents, selection, uiRegistry);
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window.Run();
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}
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finally
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@ -38,7 +38,6 @@ public sealed class GameWindow :
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private readonly string _datDir;
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private readonly WorldGameState _worldGameState;
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private readonly WorldEvents _worldEvents;
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private readonly AcDream.Core.Selection.SelectionState _selection;
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private readonly HostQuiescenceGate _hostQuiescence = new();
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private IWindow? _window;
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private SilkWindowCallbackBinding? _windowCallbacks;
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@ -324,9 +323,12 @@ public sealed class GameWindow :
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private AcDream.App.World.LiveEntityRuntime? _liveEntities;
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private AcDream.App.World.LiveEntityLivenessController? _liveEntityLiveness;
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// J4.1: Runtime owns communication/social state. App, UI, plugins, and
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// live-session routing borrow these exact instances.
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// J4/J5.1: Runtime owns communication, selection, combat, and target-mode
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// state. App, UI, plugins, and live-session routing borrow exact children.
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private readonly RuntimeCommunicationState _runtimeCommunication = new();
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private readonly RuntimeActionState _runtimeActions = new();
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public AcDream.Core.Selection.SelectionState Selection =>
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_runtimeActions.Selection;
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public AcDream.Core.Chat.ChatLog Chat => _runtimeCommunication.Chat;
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public AcDream.Core.Chat.TurbineChatState TurbineChat =>
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_runtimeCommunication.TurbineChat;
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@ -334,7 +336,8 @@ public sealed class GameWindow :
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_runtimeCommunication.Friends;
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public AcDream.Core.Social.SquelchState Squelch =>
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_runtimeCommunication.Squelch;
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public readonly AcDream.Core.Combat.CombatState Combat = new();
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public AcDream.Core.Combat.CombatState Combat =>
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_runtimeActions.Combat;
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private readonly RuntimeEntityObjectLifetime _runtimeEntityObjects = new();
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private readonly RuntimeInventoryState _runtimeInventory;
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private readonly RuntimeCharacterState _runtimeCharacter;
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@ -554,7 +557,6 @@ public sealed class GameWindow :
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AcDream.App.RuntimeOptions options,
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WorldGameState worldGameState,
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WorldEvents worldEvents,
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AcDream.Core.Selection.SelectionState selection,
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AcDream.App.Plugins.BufferedUiRegistry? uiRegistry = null)
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{
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_options = options ?? throw new System.ArgumentNullException(nameof(options));
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@ -584,7 +586,6 @@ public sealed class GameWindow :
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new JsonRuntimeSettingsStorage(
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AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath()),
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log: Console.WriteLine);
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_selection = selection ?? throw new System.ArgumentNullException(nameof(selection));
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_animationDiagnostics = AnimationPresentationDiagnostics.FromEnvironment();
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_uiRegistry = uiRegistry;
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_animatedEntities = new LiveEntityAnimationRuntimeView<LiveEntityAnimationState>(
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@ -1252,9 +1253,8 @@ public sealed class GameWindow :
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_retainedInputCapture,
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hostInputCamera.InputDispatcher,
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_runtimeSettings,
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Combat,
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_runtimeActions,
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_combatAttackOperations,
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_selection,
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_runtimeInventory,
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contentEffectsAudio.MagicCatalog,
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_runtimeCharacter,
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@ -1304,7 +1304,7 @@ public sealed class GameWindow :
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_physicsDataCache,
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_worldGameState,
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_worldEvents,
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_selection,
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Selection,
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_runtimeEntityObjects,
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_liveEntityRuntimeSlot,
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_liveEntityMotionBindings,
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@ -1362,7 +1362,7 @@ public sealed class GameWindow :
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_physicsDataCache,
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_worldGameState,
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_worldEvents,
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_selection,
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_runtimeActions,
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_runtimeEntityObjects,
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_classificationCache,
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_liveEntityRuntimeSlot,
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@ -1394,7 +1394,6 @@ public sealed class GameWindow :
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_updateFrameClock,
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_movementTruthDiagnostics,
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_combatAttackOperations,
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Combat,
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_combatFeedback,
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_runtimeCommunication,
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_runtimeCharacter,
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@ -1444,7 +1443,7 @@ public sealed class GameWindow :
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_debugVmRenderFacts,
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_inputCapture,
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_cameraInput,
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_selection,
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Selection,
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_animatedEntities,
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_updateFrameClock,
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Combat,
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@ -1575,6 +1574,7 @@ public sealed class GameWindow :
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_runtimeInventory,
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_runtimeCharacter,
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_runtimeCommunication,
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_runtimeActions,
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||||
_renderSceneShadow,
|
||||
_livePresentationBindings,
|
||||
_entityEffectAdvance,
|
||||
|
|
|
|||
|
|
@ -87,6 +87,7 @@ internal sealed record LiveShutdownRoots(
|
|||
RuntimeInventoryState Inventory,
|
||||
RuntimeCharacterState Character,
|
||||
RuntimeCommunicationState Communication,
|
||||
RuntimeActionState Actions,
|
||||
RenderSceneShadowRuntime? RenderSceneShadow,
|
||||
LivePresentationRuntimeBindings? PresentationBindings,
|
||||
DeferredEntityEffectAdvanceSource EffectAdvance,
|
||||
|
|
@ -398,6 +399,9 @@ internal static class GameWindowShutdownManifest
|
|||
Hard(
|
||||
"runtime inventory state",
|
||||
live.Inventory.Dispose),
|
||||
Hard(
|
||||
"runtime action state",
|
||||
live.Actions.Dispose),
|
||||
Hard(
|
||||
"runtime entity/object lifetime",
|
||||
live.EntityObjects.Dispose),
|
||||
|
|
|
|||
|
|
@ -4,8 +4,6 @@ using AcDream.App.Interaction;
|
|||
using AcDream.App.Net;
|
||||
using AcDream.App.Streaming;
|
||||
using AcDream.App.World;
|
||||
using AcDream.Core.Chat;
|
||||
using AcDream.Core.Selection;
|
||||
using AcDream.Runtime;
|
||||
using AcDream.Runtime.Entities;
|
||||
using AcDream.Runtime.Gameplay;
|
||||
|
|
@ -40,10 +38,10 @@ internal sealed class CurrentGameRuntimeAdapter
|
|||
RuntimeInventoryState inventory,
|
||||
RuntimeCharacterState character,
|
||||
RuntimeCommunicationState communication,
|
||||
RuntimeActionState actions,
|
||||
ILocalPlayerControllerSource playerController,
|
||||
WorldRevealCoordinator worldReveal,
|
||||
IGameRuntimeClock clock,
|
||||
SelectionState selectionState,
|
||||
SelectionInteractionController selection,
|
||||
GameplayInputFrameController gameplayInput,
|
||||
ILiveCombatModeCommand combat)
|
||||
|
|
@ -56,6 +54,7 @@ internal sealed class CurrentGameRuntimeAdapter
|
|||
inventory,
|
||||
character,
|
||||
communication,
|
||||
actions,
|
||||
playerController,
|
||||
worldReveal,
|
||||
clock);
|
||||
|
|
@ -73,7 +72,7 @@ internal sealed class CurrentGameRuntimeAdapter
|
|||
_view,
|
||||
inventory,
|
||||
character,
|
||||
selectionState,
|
||||
actions,
|
||||
selection,
|
||||
gameplayInput,
|
||||
combat,
|
||||
|
|
@ -89,6 +88,7 @@ internal sealed class CurrentGameRuntimeAdapter
|
|||
public IRuntimeCharacterView Character => _view.Character;
|
||||
public IRuntimeSocialView Social => _view.Social;
|
||||
public IRuntimeChatView Chat => _view.Chat;
|
||||
public IRuntimeActionView Actions => _view.Actions;
|
||||
public IRuntimeMovementView Movement => _view.Movement;
|
||||
public IRuntimePortalView Portal => _view.Portal;
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,6 @@ using AcDream.App.Combat;
|
|||
using AcDream.App.Input;
|
||||
using AcDream.App.Interaction;
|
||||
using AcDream.App.Net;
|
||||
using AcDream.Core.Selection;
|
||||
using AcDream.Core.Items;
|
||||
using AcDream.Runtime;
|
||||
using AcDream.Runtime.Gameplay;
|
||||
|
|
@ -34,7 +33,7 @@ internal sealed class CurrentGameRuntimeCommandAdapter
|
|||
private readonly CurrentGameRuntimeViewAdapter _view;
|
||||
private readonly RuntimeInventoryState _inventory;
|
||||
private readonly RuntimeCharacterState _character;
|
||||
private readonly SelectionState _selectionState;
|
||||
private readonly RuntimeActionState _actions;
|
||||
private readonly SelectionInteractionController _selection;
|
||||
private readonly GameplayInputFrameController _gameplayInput;
|
||||
private readonly ILiveCombatModeCommand _combat;
|
||||
|
|
@ -47,7 +46,7 @@ internal sealed class CurrentGameRuntimeCommandAdapter
|
|||
CurrentGameRuntimeViewAdapter view,
|
||||
RuntimeInventoryState inventory,
|
||||
RuntimeCharacterState character,
|
||||
SelectionState selectionState,
|
||||
RuntimeActionState actions,
|
||||
SelectionInteractionController selection,
|
||||
GameplayInputFrameController gameplayInput,
|
||||
ILiveCombatModeCommand combat,
|
||||
|
|
@ -59,8 +58,8 @@ internal sealed class CurrentGameRuntimeCommandAdapter
|
|||
_view = view ?? throw new ArgumentNullException(nameof(view));
|
||||
_inventory = inventory ?? throw new ArgumentNullException(nameof(inventory));
|
||||
_character = character ?? throw new ArgumentNullException(nameof(character));
|
||||
_selectionState = selectionState
|
||||
?? throw new ArgumentNullException(nameof(selectionState));
|
||||
_actions = actions
|
||||
?? throw new ArgumentNullException(nameof(actions));
|
||||
_selection = selection ?? throw new ArgumentNullException(nameof(selection));
|
||||
_gameplayInput = gameplayInput
|
||||
?? throw new ArgumentNullException(nameof(gameplayInput));
|
||||
|
|
@ -159,7 +158,7 @@ internal sealed class CurrentGameRuntimeCommandAdapter
|
|||
&& _selection.HandleInputAction(action)
|
||||
? RuntimeCommandStatus.Accepted
|
||||
: RuntimeCommandStatus.Unsupported;
|
||||
uint selected = _selectionState.SelectedObjectId ?? 0u;
|
||||
uint selected = _actions.Selection.SelectedObjectId ?? 0u;
|
||||
_events.EmitCommand(
|
||||
RuntimeCommandDomain.Selection,
|
||||
(int)command,
|
||||
|
|
|
|||
|
|
@ -28,6 +28,7 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
private readonly IRuntimeCharacterView _characterView;
|
||||
private readonly IRuntimeSocialView _socialView;
|
||||
private readonly IRuntimeChatView _chatView;
|
||||
private readonly IRuntimeActionView _actionView;
|
||||
private readonly MovementView _movementView;
|
||||
private readonly PortalView _portalView;
|
||||
private bool _active = true;
|
||||
|
|
@ -40,6 +41,7 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
RuntimeInventoryState inventory,
|
||||
RuntimeCharacterState character,
|
||||
RuntimeCommunicationState communication,
|
||||
RuntimeActionState actions,
|
||||
ILocalPlayerControllerSource playerController,
|
||||
WorldRevealCoordinator worldReveal,
|
||||
IGameRuntimeClock clock)
|
||||
|
|
@ -61,6 +63,8 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
character ?? throw new ArgumentNullException(nameof(character))).View;
|
||||
_chatView = communication.View;
|
||||
_socialView = communication.SocialView;
|
||||
_actionView = (
|
||||
actions ?? throw new ArgumentNullException(nameof(actions))).View;
|
||||
_movementView = new MovementView(
|
||||
playerController
|
||||
?? throw new ArgumentNullException(nameof(playerController)),
|
||||
|
|
@ -104,6 +108,7 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
public IRuntimeCharacterView Character => _characterView;
|
||||
public IRuntimeSocialView Social => _socialView;
|
||||
public IRuntimeChatView Chat => _chatView;
|
||||
public IRuntimeActionView Actions => _actionView;
|
||||
public IRuntimeMovementView Movement => _movementView;
|
||||
public IRuntimePortalView Portal => _portalView;
|
||||
|
||||
|
|
@ -121,6 +126,7 @@ internal sealed class CurrentGameRuntimeViewAdapter : IGameRuntimeView
|
|||
_socialView.Snapshot,
|
||||
_chatView.Revision,
|
||||
_chatView.Count,
|
||||
_actionView.Snapshot,
|
||||
_movementView.Snapshot,
|
||||
_portalView.Snapshot);
|
||||
|
||||
|
|
|
|||
|
|
@ -142,6 +142,7 @@ public static class FixtureProvider
|
|||
var itemInteraction = new ItemInteractionController(
|
||||
objects,
|
||||
new InventoryTransactionState(objects),
|
||||
new AcDream.Runtime.Gameplay.InteractionState(),
|
||||
() => SampleData.PlayerGuid,
|
||||
sendUse: null,
|
||||
sendUseWithTarget: null,
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
using AcDream.Core.Combat;
|
||||
using AcDream.Runtime.Gameplay;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
using System;
|
||||
using AcDream.Core.Combat;
|
||||
using AcDream.Core.Items;
|
||||
using AcDream.Runtime.Gameplay;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
|
|
@ -74,6 +75,7 @@ public sealed class ItemInteractionController : IDisposable
|
|||
public ItemInteractionController(
|
||||
ClientObjectTable objects,
|
||||
InventoryTransactionState transactions,
|
||||
InteractionState interactionState,
|
||||
Func<uint> playerGuid,
|
||||
Action<uint>? sendUse,
|
||||
Action<uint, uint>? sendUseWithTarget,
|
||||
|
|
@ -82,7 +84,6 @@ public sealed class ItemInteractionController : IDisposable
|
|||
Action<uint>? sendExamine = null,
|
||||
Func<long>? nowMs = null,
|
||||
Action<string>? toast = null,
|
||||
InteractionState? interactionState = null,
|
||||
Func<bool>? readyForInventoryRequest = null,
|
||||
Func<uint>? activeVendorId = null,
|
||||
Func<uint>? groundObjectId = null,
|
||||
|
|
@ -133,7 +134,8 @@ public sealed class ItemInteractionController : IDisposable
|
|||
_dragOnPlayerOpensSecureTrade = dragOnPlayerOpensSecureTrade ?? (() => true);
|
||||
_systemMessage = systemMessage;
|
||||
_requestUse = requestUse;
|
||||
_interactionState = interactionState ?? new InteractionState();
|
||||
_interactionState = interactionState
|
||||
?? throw new ArgumentNullException(nameof(interactionState));
|
||||
_transactions = transactions
|
||||
?? throw new ArgumentNullException(nameof(transactions));
|
||||
if (!ReferenceEquals(_transactions.Objects, _objects))
|
||||
|
|
|
|||
23
src/AcDream.Runtime/GameRuntimeActionViews.cs
Normal file
23
src/AcDream.Runtime/GameRuntimeActionViews.cs
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
using AcDream.Core.Combat;
|
||||
using AcDream.Runtime.Gameplay;
|
||||
|
||||
namespace AcDream.Runtime;
|
||||
|
||||
public readonly record struct RuntimeActionSnapshot(
|
||||
long SelectionRevision,
|
||||
uint SelectedObjectId,
|
||||
uint PreviousObjectId,
|
||||
uint PreviousValidObjectId,
|
||||
long CombatRevision,
|
||||
CombatMode CombatMode,
|
||||
int TrackedTargetHealthCount,
|
||||
long InteractionRevision,
|
||||
InteractionModeKind InteractionMode,
|
||||
uint InteractionSourceObjectId);
|
||||
|
||||
public interface IRuntimeActionView
|
||||
{
|
||||
RuntimeActionSnapshot Snapshot { get; }
|
||||
|
||||
bool TryGetHealth(uint objectId, out float healthPercent);
|
||||
}
|
||||
|
|
@ -162,6 +162,14 @@ public sealed class RuntimeTraceRecorder : IRuntimeEventObserver
|
|||
$"social={checkpoint.Social.FriendsRevision}:" +
|
||||
$"{checkpoint.Social.FriendCount}:" +
|
||||
$"{checkpoint.Social.SquelchRevision};" +
|
||||
$"actions={checkpoint.Actions.SelectionRevision}:" +
|
||||
$"{checkpoint.Actions.SelectedObjectId:X8}:" +
|
||||
$"{checkpoint.Actions.CombatRevision}:" +
|
||||
$"{(int)checkpoint.Actions.CombatMode}:" +
|
||||
$"{checkpoint.Actions.TrackedTargetHealthCount}:" +
|
||||
$"{checkpoint.Actions.InteractionRevision}:" +
|
||||
$"{(int)checkpoint.Actions.InteractionMode}:" +
|
||||
$"{checkpoint.Actions.InteractionSourceObjectId:X8};" +
|
||||
$"portal={checkpoint.Portal.Generation}:{(int)checkpoint.Portal.Kind}:" +
|
||||
$"{checkpoint.Portal.DestinationCell:X8}:{checkpoint.Portal.IsReady}")));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -115,6 +115,7 @@ public readonly record struct RuntimeStateCheckpoint(
|
|||
RuntimeSocialSnapshot Social,
|
||||
long ChatRevision,
|
||||
int ChatCount,
|
||||
RuntimeActionSnapshot Actions,
|
||||
RuntimeMovementSnapshot Movement,
|
||||
RuntimePortalSnapshot Portal);
|
||||
|
||||
|
|
@ -138,6 +139,8 @@ public interface IGameRuntimeView
|
|||
|
||||
IRuntimeChatView Chat { get; }
|
||||
|
||||
IRuntimeActionView Actions { get; }
|
||||
|
||||
IRuntimeMovementView Movement { get; }
|
||||
|
||||
IRuntimePortalView Portal { get; }
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
namespace AcDream.App.UI;
|
||||
namespace AcDream.Runtime.Gameplay;
|
||||
|
||||
public enum InteractionModeKind
|
||||
{
|
||||
|
|
@ -20,8 +20,9 @@ public readonly record struct InteractionModeTransition(
|
|||
InteractionMode Current);
|
||||
|
||||
/// <summary>
|
||||
/// Single App-layer owner for retail's pointer interaction mode. Core selection
|
||||
/// remains session truth; this state represents temporary UI orchestration.
|
||||
/// Canonical presentation-independent owner for retail's temporary target
|
||||
/// mode. App projects this state into a cursor image; it does not own or copy
|
||||
/// the mode.
|
||||
/// </summary>
|
||||
public sealed class InteractionState
|
||||
{
|
||||
|
|
@ -31,13 +32,16 @@ public sealed class InteractionState
|
|||
|
||||
public bool EnterUse() => Set(new InteractionMode(InteractionModeKind.Use));
|
||||
|
||||
public bool EnterExamine() => Set(new InteractionMode(InteractionModeKind.Examine));
|
||||
public bool EnterExamine() =>
|
||||
Set(new InteractionMode(InteractionModeKind.Examine));
|
||||
|
||||
public bool EnterUseItemOnTarget(uint sourceObjectId)
|
||||
{
|
||||
if (sourceObjectId == 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(sourceObjectId));
|
||||
return Set(new InteractionMode(InteractionModeKind.UseItemOnTarget, sourceObjectId));
|
||||
return Set(new InteractionMode(
|
||||
InteractionModeKind.UseItemOnTarget,
|
||||
sourceObjectId));
|
||||
}
|
||||
|
||||
public bool Clear() => Set(InteractionMode.None);
|
||||
|
|
@ -45,6 +49,7 @@ public sealed class InteractionState
|
|||
/// <summary>
|
||||
/// Publishes the session-reset edge even when the mode is already clear so
|
||||
/// a retry can repair any observer that missed an earlier notification.
|
||||
/// State commits before observers run and every observer is attempted.
|
||||
/// </summary>
|
||||
public void ResetSession()
|
||||
{
|
||||
|
|
@ -54,17 +59,29 @@ public sealed class InteractionState
|
|||
if (listeners is null)
|
||||
return;
|
||||
|
||||
var transition = new InteractionModeTransition(previous, InteractionMode.None);
|
||||
var transition = new InteractionModeTransition(
|
||||
previous,
|
||||
InteractionMode.None);
|
||||
List<Exception>? failures = null;
|
||||
foreach (Action<InteractionModeTransition> listener in listeners.GetInvocationList())
|
||||
foreach (Action<InteractionModeTransition> listener
|
||||
in listeners.GetInvocationList())
|
||||
{
|
||||
try { listener(transition); }
|
||||
catch (Exception error) { (failures ??= []).Add(error); }
|
||||
try
|
||||
{
|
||||
listener(transition);
|
||||
}
|
||||
catch (Exception error)
|
||||
{
|
||||
(failures ??= []).Add(error);
|
||||
}
|
||||
}
|
||||
|
||||
if (failures is not null)
|
||||
{
|
||||
throw new AggregateException(
|
||||
"One or more interaction-mode reset observers failed.",
|
||||
failures);
|
||||
}
|
||||
}
|
||||
|
||||
private bool Set(InteractionMode mode)
|
||||
177
src/AcDream.Runtime/Gameplay/RuntimeActionState.cs
Normal file
177
src/AcDream.Runtime/Gameplay/RuntimeActionState.cs
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
using AcDream.Core.Combat;
|
||||
using AcDream.Core.Selection;
|
||||
|
||||
namespace AcDream.Runtime.Gameplay;
|
||||
|
||||
public readonly record struct RuntimeActionOwnershipSnapshot(
|
||||
bool IsDisposed,
|
||||
bool InternalSubscriptionsAttached,
|
||||
uint SelectedObjectId,
|
||||
uint PreviousObjectId,
|
||||
uint PreviousValidObjectId,
|
||||
CombatMode CombatMode,
|
||||
int TrackedTargetHealthCount,
|
||||
InteractionMode InteractionMode,
|
||||
long SelectionRevision,
|
||||
long CombatRevision,
|
||||
long InteractionRevision)
|
||||
{
|
||||
public bool IsConverged =>
|
||||
IsDisposed
|
||||
&& !InternalSubscriptionsAttached
|
||||
&& SelectedObjectId == 0u
|
||||
&& PreviousObjectId == 0u
|
||||
&& PreviousValidObjectId == 0u
|
||||
&& CombatMode == CombatMode.NonCombat
|
||||
&& TrackedTargetHealthCount == 0
|
||||
&& InteractionMode == InteractionMode.None;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Canonical presentation-independent owner for selection, combat
|
||||
/// notifications/mode, and temporary interaction target mode. Graphical and
|
||||
/// no-window hosts borrow these exact instances.
|
||||
/// </summary>
|
||||
public sealed class RuntimeActionState : IDisposable
|
||||
{
|
||||
private bool _disposed;
|
||||
private bool _internalSubscriptionsAttached;
|
||||
private long _selectionRevision;
|
||||
private long _combatRevision;
|
||||
private long _interactionRevision;
|
||||
|
||||
public RuntimeActionState()
|
||||
{
|
||||
Selection = new SelectionState();
|
||||
Combat = new CombatState();
|
||||
Interaction = new InteractionState();
|
||||
View = new ActionView(this);
|
||||
|
||||
Selection.Changed += OnSelectionChanged;
|
||||
Combat.CombatModeChanged += OnCombatModeChanged;
|
||||
Combat.HealthChanged += OnHealthChanged;
|
||||
Interaction.Changed += OnInteractionChanged;
|
||||
_internalSubscriptionsAttached = true;
|
||||
}
|
||||
|
||||
public SelectionState Selection { get; }
|
||||
public CombatState Combat { get; }
|
||||
public InteractionState Interaction { get; }
|
||||
public IRuntimeActionView View { get; }
|
||||
public bool IsDisposed => _disposed;
|
||||
|
||||
public RuntimeActionOwnershipSnapshot CaptureOwnership() => new(
|
||||
_disposed,
|
||||
_internalSubscriptionsAttached,
|
||||
Selection.SelectedObjectId ?? 0u,
|
||||
Selection.PreviousObjectId ?? 0u,
|
||||
Selection.PreviousValidObjectId ?? 0u,
|
||||
Combat.CurrentMode,
|
||||
Combat.TrackedTargetCount,
|
||||
Interaction.Current,
|
||||
Interlocked.Read(ref _selectionRevision),
|
||||
Interlocked.Read(ref _combatRevision),
|
||||
Interlocked.Read(ref _interactionRevision));
|
||||
|
||||
/// <summary>
|
||||
/// Restores the action group to the equivalent of a fresh retail character
|
||||
/// session. Each owner commits before notifying observers, so every suffix
|
||||
/// is attempted and a retry converges after observer failure.
|
||||
/// </summary>
|
||||
public void ResetSession()
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
List<Exception>? failures = null;
|
||||
Try(Interaction.ResetSession, ref failures);
|
||||
Try(() => Selection.Reset(), ref failures);
|
||||
Try(Combat.Clear, ref failures);
|
||||
if (failures is not null)
|
||||
{
|
||||
throw new AggregateException(
|
||||
"Runtime action state did not converge during reset.",
|
||||
failures);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed)
|
||||
return;
|
||||
|
||||
List<Exception>? failures = null;
|
||||
try
|
||||
{
|
||||
Try(Interaction.ResetSession, ref failures);
|
||||
Try(() => Selection.Reset(), ref failures);
|
||||
Try(Combat.Clear, ref failures);
|
||||
}
|
||||
finally
|
||||
{
|
||||
Selection.Changed -= OnSelectionChanged;
|
||||
Combat.CombatModeChanged -= OnCombatModeChanged;
|
||||
Combat.HealthChanged -= OnHealthChanged;
|
||||
Interaction.Changed -= OnInteractionChanged;
|
||||
_internalSubscriptionsAttached = false;
|
||||
_disposed = true;
|
||||
}
|
||||
|
||||
if (failures is not null)
|
||||
{
|
||||
throw new AggregateException(
|
||||
"Runtime action state did not converge during disposal.",
|
||||
failures);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSelectionChanged(SelectionTransition _) =>
|
||||
Interlocked.Increment(ref _selectionRevision);
|
||||
|
||||
private void OnCombatModeChanged(CombatMode _) =>
|
||||
Interlocked.Increment(ref _combatRevision);
|
||||
|
||||
private void OnHealthChanged(uint _, float __) =>
|
||||
Interlocked.Increment(ref _combatRevision);
|
||||
|
||||
private void OnInteractionChanged(InteractionModeTransition _) =>
|
||||
Interlocked.Increment(ref _interactionRevision);
|
||||
|
||||
private static void Try(Action action, ref List<Exception>? failures)
|
||||
{
|
||||
try
|
||||
{
|
||||
action();
|
||||
}
|
||||
catch (Exception error)
|
||||
{
|
||||
(failures ??= []).Add(error);
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class ActionView(RuntimeActionState owner)
|
||||
: IRuntimeActionView
|
||||
{
|
||||
public RuntimeActionSnapshot Snapshot => new(
|
||||
Interlocked.Read(ref owner._selectionRevision),
|
||||
owner.Selection.SelectedObjectId ?? 0u,
|
||||
owner.Selection.PreviousObjectId ?? 0u,
|
||||
owner.Selection.PreviousValidObjectId ?? 0u,
|
||||
Interlocked.Read(ref owner._combatRevision),
|
||||
owner.Combat.CurrentMode,
|
||||
owner.Combat.TrackedTargetCount,
|
||||
Interlocked.Read(ref owner._interactionRevision),
|
||||
owner.Interaction.Current.Kind,
|
||||
owner.Interaction.Current.SourceObjectId);
|
||||
|
||||
public bool TryGetHealth(uint objectId, out float healthPercent)
|
||||
{
|
||||
if (!owner.Combat.HasHealth(objectId))
|
||||
{
|
||||
healthPercent = 0f;
|
||||
return false;
|
||||
}
|
||||
|
||||
healthPercent = owner.Combat.GetHealthPercent(objectId);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,19 +1,21 @@
|
|||
namespace AcDream.Runtime.Gameplay;
|
||||
|
||||
/// <summary>
|
||||
/// One allocation-free ledger over the complete J4 gameplay-state lifetime
|
||||
/// group. It contains no state of its own; graphical and no-window hosts
|
||||
/// capture the same three canonical owners.
|
||||
/// One allocation-free ledger over the gameplay-state lifetime group through
|
||||
/// J5.1. It contains no state of its own; graphical and no-window hosts capture
|
||||
/// the same four canonical owners.
|
||||
/// </summary>
|
||||
public readonly record struct RuntimeGameplayOwnershipSnapshot(
|
||||
RuntimeInventoryOwnershipSnapshot Inventory,
|
||||
RuntimeCharacterOwnershipSnapshot Character,
|
||||
RuntimeCommunicationOwnershipSnapshot Communication)
|
||||
RuntimeCommunicationOwnershipSnapshot Communication,
|
||||
RuntimeActionOwnershipSnapshot Actions)
|
||||
{
|
||||
public bool IsConverged =>
|
||||
Inventory.IsConverged
|
||||
&& Character.IsConverged
|
||||
&& Communication.IsConverged;
|
||||
&& Communication.IsConverged
|
||||
&& Actions.IsConverged;
|
||||
}
|
||||
|
||||
public static class RuntimeGameplayOwnership
|
||||
|
|
@ -21,14 +23,17 @@ public static class RuntimeGameplayOwnership
|
|||
public static RuntimeGameplayOwnershipSnapshot Capture(
|
||||
RuntimeInventoryState inventory,
|
||||
RuntimeCharacterState character,
|
||||
RuntimeCommunicationState communication)
|
||||
RuntimeCommunicationState communication,
|
||||
RuntimeActionState actions)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(inventory);
|
||||
ArgumentNullException.ThrowIfNull(character);
|
||||
ArgumentNullException.ThrowIfNull(communication);
|
||||
ArgumentNullException.ThrowIfNull(actions);
|
||||
return new RuntimeGameplayOwnershipSnapshot(
|
||||
inventory.CaptureOwnership(),
|
||||
character.CaptureOwnership(),
|
||||
communication.CaptureOwnership());
|
||||
communication.CaptureOwnership(),
|
||||
actions.CaptureOwnership());
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue