refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject

Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-18 15:33:03 +02:00
parent 2fc253d9ff
commit b506f53633
8 changed files with 142 additions and 145 deletions

View file

@ -121,11 +121,10 @@ public sealed class PropertyBundle
}
/// <summary>
/// Per-item live state. The server owns item identity (ObjectId);
/// acdream mirrors properties here on <c>CreateObject</c> and updates
/// via <c>UpdateProperty*</c> messages.
/// Per-object live state (the data side of every server object — items and creatures alike).
/// Retail <c>ACCWeenieObject</c>.
/// </summary>
public sealed class ItemInstance
public sealed class ClientObject
{
public uint ObjectId { get; init; }
public uint WeenieClassId { get; init; } // "blueprint"
@ -164,7 +163,7 @@ public sealed class Container
public int Capacity { get; set; } = 102; // main inv default
public int SideCapacity { get; set; } = 0; // 0 for side-pack
public int BurdenLimit { get; set; }
public List<ItemInstance> Items { get; } = new();
public List<ClientObject> Items { get; } = new();
public List<Container> SidePacks { get; } = new(); // empty for side-pack
public bool IsSidePack => SideCapacity == 0;
}

View file

@ -5,16 +5,14 @@ using System.Collections.Generic;
namespace AcDream.Core.Items;
/// <summary>
/// Live item-state mirror — the client-side view of every item the
/// server has spawned for this session. Owns <see cref="ItemInstance"/>
/// records, tracks which container holds each item, and fires events so
/// UI panels (inventory, paperdoll, hotbars) can redraw on change.
/// The client's table of every server object (retail <c>weenie_object_table</c> /
/// <c>CObjectMaint</c>). Resolve by guid via <c>Get</c>.
///
/// <para>
/// Retail semantics (r06):
/// <list type="bullet">
/// <item><description>
/// Every item is a <see cref="ItemInstance"/> with a unique
/// Every object is a <see cref="ClientObject"/> with a unique
/// <c>ObjectId</c>. CreateObject seeds it when the server tells us
/// the item exists (in our inventory, on the ground, in a
/// vendor's list, etc).
@ -40,42 +38,42 @@ namespace AcDream.Core.Items;
/// corrupting state.
/// </para>
/// </summary>
public sealed class ItemRepository
public sealed class ClientObjectTable
{
private readonly ConcurrentDictionary<uint, ItemInstance> _items = new();
private readonly ConcurrentDictionary<uint, ClientObject> _items = new();
private readonly ConcurrentDictionary<uint, Container> _containers = new();
/// <summary>Fires when an item is first added to the session.</summary>
public event Action<ItemInstance>? ItemAdded;
/// <summary>Fires when an object is first added to the session.</summary>
public event Action<ClientObject>? ObjectAdded;
/// <summary>
/// Fires when an item's container / slot changes (moved between
/// Fires when an object's container / slot changes (moved between
/// packs, equipped, unequipped, dropped on ground). Old and new
/// container ids are 0 if origin or destination is "world" / "nowhere".
/// </summary>
public event Action<ItemInstance, uint, uint>? ItemMoved;
public event Action<ClientObject, uint, uint>? ObjectMoved;
/// <summary>Fires when an item is removed from the session.</summary>
public event Action<ItemInstance>? ItemRemoved;
/// <summary>Fires when an object is removed from the session.</summary>
public event Action<ClientObject>? ObjectRemoved;
/// <summary>Fires when an item's properties are updated (typically after Appraise).</summary>
public event Action<ItemInstance>? ItemPropertiesUpdated;
/// <summary>Fires when an object's properties are updated (typically after Appraise).</summary>
public event Action<ClientObject>? ObjectUpdated;
/// <summary>PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield;
/// the typed mirror <see cref="UpdateIntProperty"/> maintains on
/// <see cref="ItemInstance.Effects"/>.</summary>
/// <see cref="ClientObject.Effects"/>.</summary>
public const uint UiEffectsPropertyId = 18u;
public int ItemCount => _items.Count;
public int ObjectCount => _items.Count;
public int ContainerCount => _containers.Count;
public IEnumerable<ItemInstance> Items => _items.Values;
public IEnumerable<ClientObject> Objects => _items.Values;
public IEnumerable<Container> Containers => _containers.Values;
/// <summary>
/// Look up an item by its server-assigned <c>ObjectId</c>.
/// Look up an object by its server-assigned <c>ObjectId</c>.
/// </summary>
public ItemInstance? GetItem(uint objectId) =>
public ClientObject? Get(uint objectId) =>
_items.TryGetValue(objectId, out var item) ? item : null;
/// <summary>
@ -88,17 +86,17 @@ public sealed class ItemRepository
_containers.TryGetValue(objectId, out var c) ? c : null;
/// <summary>
/// Register / refresh an item in the repository. Called on
/// Register / refresh an object in the table. Called on
/// CreateObject for item-typed weenies and on IdentifyObjectResponse
/// to fill in detail properties.
/// </summary>
public void AddOrUpdate(ItemInstance item)
public void AddOrUpdate(ClientObject item)
{
ArgumentNullException.ThrowIfNull(item);
bool existed = _items.ContainsKey(item.ObjectId);
_items[item.ObjectId] = item;
if (!existed) ItemAdded?.Invoke(item);
else ItemPropertiesUpdated?.Invoke(item);
if (!existed) ObjectAdded?.Invoke(item);
else ObjectUpdated?.Invoke(item);
}
/// <summary>
@ -114,7 +112,7 @@ public sealed class ItemRepository
/// Handle a server-driven move — called from
/// InventoryPutObjInContainer (0x0022) and WieldObject (0x0023)
/// handlers. Updates ContainerId / ContainerSlot / CurrentlyEquippedLocation
/// and fires ItemMoved.
/// and fires ObjectMoved.
/// </summary>
public bool MoveItem(uint itemId, uint newContainerId, int newSlot = -1,
EquipMask newEquipLocation = EquipMask.None)
@ -126,7 +124,7 @@ public sealed class ItemRepository
item.ContainerSlot = newSlot;
item.CurrentlyEquippedLocation = newEquipLocation;
ItemMoved?.Invoke(item, oldContainer, newContainerId);
ObjectMoved?.Invoke(item, oldContainer, newContainerId);
return true;
}
@ -137,16 +135,16 @@ public sealed class ItemRepository
public bool Remove(uint itemId)
{
if (!_items.TryRemove(itemId, out var item)) return false;
ItemRemoved?.Invoke(item);
ObjectRemoved?.Invoke(item);
return true;
}
/// <summary>
/// Enrich an already-known item (a stub created from PlayerDescription) with the
/// Enrich an already-known object (a stub created from PlayerDescription) with the
/// fuller data carried by its CreateObject (icon, name, type). Returns false if the
/// item isn't tracked yet — phase 1 enriches existing items only; full
/// object isn't tracked yet — phase 1 enriches existing objects only; full
/// CreateObject ingestion of newly-acquired items is the inventory phase.
/// Raises ItemPropertiesUpdated whenever the item is found (matching the
/// Raises ObjectUpdated whenever the object is found (matching the
/// UpdateProperties convention — it fires on found regardless of whether a field
/// actually changed) so bound widgets (the toolbar) re-render.
/// <para>
@ -168,13 +166,13 @@ public sealed class ItemRepository
// D.5.2: 0 is a meaningful "no effect" state (e.g. a caster out of mana),
// so assign unconditionally — re-composition reflects the CURRENT state.
item.Effects = effects;
ItemPropertiesUpdated?.Invoke(item);
ObjectUpdated?.Invoke(item);
return true;
}
/// <summary>
/// Apply a <see cref="PropertyBundle"/> patch (e.g. from an
/// <c>IdentifyObjectResponse</c>) to an existing item. Individual
/// <c>IdentifyObjectResponse</c>) to an existing object. Individual
/// keys in the incoming bundle overwrite existing values; keys not
/// present are left untouched.
/// </summary>
@ -188,29 +186,29 @@ public sealed class ItemRepository
foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
ItemPropertiesUpdated?.Invoke(item);
ObjectUpdated?.Invoke(item);
return true;
}
/// <summary>
/// Apply a single PropertyInt update (from PublicUpdatePropertyInt 0x02CE) to an
/// item: store it in the bundle and, for known typed ints, mirror to the typed
/// field. Today: UiEffects (18) → <see cref="ItemInstance.Effects"/>. Fires
/// ItemPropertiesUpdated so bound widgets re-composite. Extensible hook for future
/// typed PropertyInts (StackSize, Structure, …). False if the item is unknown.
/// object: store it in the bundle and, for known typed ints, mirror to the typed
/// field. Today: UiEffects (18) → <see cref="ClientObject.Effects"/>. Fires
/// ObjectUpdated so bound widgets re-composite. Extensible hook for future
/// typed PropertyInts (StackSize, Structure, …). False if the object is unknown.
/// </summary>
public bool UpdateIntProperty(uint itemId, uint propertyId, int value)
{
if (!_items.TryGetValue(itemId, out var item)) return false;
item.Properties.Ints[propertyId] = value;
if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value;
ItemPropertiesUpdated?.Invoke(item);
ObjectUpdated?.Invoke(item);
return true;
}
/// <summary>
/// Flush the repository — typically called on logoff or teleport
/// that drops the session's item state.
/// Flush the table — typically called on logoff or teleport
/// that drops the session's object state.
/// </summary>
public void Clear()
{