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>
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8 changed files with 142 additions and 145 deletions
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace AcDream.Core.Items;
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/// <summary>
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/// Live item-state mirror — the client-side view of every item the
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/// server has spawned for this session. Owns <see cref="ItemInstance"/>
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/// records, tracks which container holds each item, and fires events so
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/// UI panels (inventory, paperdoll, hotbars) can redraw on change.
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///
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/// <para>
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/// Retail semantics (r06):
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/// <list type="bullet">
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/// <item><description>
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/// Every item is a <see cref="ItemInstance"/> with a unique
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/// <c>ObjectId</c>. CreateObject seeds it when the server tells us
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/// the item exists (in our inventory, on the ground, in a
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/// vendor's list, etc).
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/// </description></item>
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/// <item><description>
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/// Moves happen via <see cref="GameEventType"/>-carrying messages:
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/// <c>WieldObject</c>, <c>InventoryPutObjInContainer</c>,
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/// <c>InventoryPutObjectIn3D</c>, <c>ViewContents</c>,
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/// <c>CloseGroundContainer</c>.
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/// </description></item>
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/// <item><description>
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/// <c>InventoryServerSaveFailed</c> reverts a speculative local
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/// state change (e.g. when a drag-drop was rejected server-side).
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/// </description></item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// Thread safety: designed for single-threaded use from the render
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/// thread; the event delegates run synchronously on the caller's
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/// thread. A <see cref="ConcurrentDictionary{TKey,TValue}"/> backs the
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/// map so plugin code can look up items from any thread without
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/// corrupting state.
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/// </para>
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/// </summary>
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public sealed class ItemRepository
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{
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private readonly ConcurrentDictionary<uint, ItemInstance> _items = new();
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private readonly ConcurrentDictionary<uint, Container> _containers = new();
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/// <summary>Fires when an item is first added to the session.</summary>
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public event Action<ItemInstance>? ItemAdded;
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/// <summary>
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/// Fires when an item's container / slot changes (moved between
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/// packs, equipped, unequipped, dropped on ground). Old and new
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/// container ids are 0 if origin or destination is "world" / "nowhere".
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/// </summary>
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public event Action<ItemInstance, uint, uint>? ItemMoved;
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/// <summary>Fires when an item is removed from the session.</summary>
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public event Action<ItemInstance>? ItemRemoved;
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/// <summary>Fires when an item's properties are updated (typically after Appraise).</summary>
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public event Action<ItemInstance>? ItemPropertiesUpdated;
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/// <summary>PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield;
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/// the typed mirror <see cref="UpdateIntProperty"/> maintains on
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/// <see cref="ItemInstance.Effects"/>.</summary>
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public const uint UiEffectsPropertyId = 18u;
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public int ItemCount => _items.Count;
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public int ContainerCount => _containers.Count;
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public IEnumerable<ItemInstance> Items => _items.Values;
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public IEnumerable<Container> Containers => _containers.Values;
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/// <summary>
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/// Look up an item by its server-assigned <c>ObjectId</c>.
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/// </summary>
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public ItemInstance? GetItem(uint objectId) =>
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_items.TryGetValue(objectId, out var item) ? item : null;
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/// <summary>
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/// Look up a container by object id, creating a lightweight stub if
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/// the id doesn't match any known container (defensive — avoids losing
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/// references when the server announces a move into a container it
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/// hasn't described yet).
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/// </summary>
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public Container? GetContainer(uint objectId) =>
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_containers.TryGetValue(objectId, out var c) ? c : null;
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/// <summary>
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/// Register / refresh an item in the repository. Called on
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/// CreateObject for item-typed weenies and on IdentifyObjectResponse
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/// to fill in detail properties.
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/// </summary>
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public void AddOrUpdate(ItemInstance item)
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{
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ArgumentNullException.ThrowIfNull(item);
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bool existed = _items.ContainsKey(item.ObjectId);
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_items[item.ObjectId] = item;
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if (!existed) ItemAdded?.Invoke(item);
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else ItemPropertiesUpdated?.Invoke(item);
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}
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/// <summary>
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/// Register a container. Idempotent.
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/// </summary>
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public void AddContainer(Container container)
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{
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ArgumentNullException.ThrowIfNull(container);
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_containers[container.ObjectId] = container;
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}
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/// <summary>
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/// Handle a server-driven move — called from
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/// InventoryPutObjInContainer (0x0022) and WieldObject (0x0023)
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/// handlers. Updates ContainerId / ContainerSlot / CurrentlyEquippedLocation
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/// and fires ItemMoved.
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/// </summary>
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public bool MoveItem(uint itemId, uint newContainerId, int newSlot = -1,
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EquipMask newEquipLocation = EquipMask.None)
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{
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if (!_items.TryGetValue(itemId, out var item)) return false;
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uint oldContainer = item.ContainerId;
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item.ContainerId = newContainerId;
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item.ContainerSlot = newSlot;
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item.CurrentlyEquippedLocation = newEquipLocation;
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ItemMoved?.Invoke(item, oldContainer, newContainerId);
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return true;
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}
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/// <summary>
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/// Handle a server-driven remove (destroyed item, dropped into 3D
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/// space, stolen, etc).
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/// </summary>
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public bool Remove(uint itemId)
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{
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if (!_items.TryRemove(itemId, out var item)) return false;
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ItemRemoved?.Invoke(item);
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return true;
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}
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/// <summary>
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/// Enrich an already-known item (a stub created from PlayerDescription) with the
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/// fuller data carried by its CreateObject (icon, name, type). Returns false if the
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/// item isn't tracked yet — phase 1 enriches existing items only; full
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/// CreateObject ingestion of newly-acquired items is the inventory phase.
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/// Raises ItemPropertiesUpdated whenever the item is found (matching the
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/// UpdateProperties convention — it fires on found regardless of whether a field
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/// actually changed) so bound widgets (the toolbar) re-render.
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/// <para>
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/// D.5.1 (2026-06-17): also accepts <paramref name="iconOverlayId"/> and
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/// <paramref name="iconUnderlayId"/> from the extended WeenieHeader tail. Both
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/// default to 0 (not sent by server). IconComposer.GetIcon already composites
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/// underlay/base/overlay in the correct retail layer order and early-returns on 0.
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/// </para>
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/// </summary>
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public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type,
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uint iconOverlayId = 0, uint iconUnderlayId = 0, uint effects = 0)
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{
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if (!_items.TryGetValue(objectId, out var item)) return false;
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if (iconId != 0) item.IconId = iconId;
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if (!string.IsNullOrEmpty(name)) item.Name = name;
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if (type != default) item.Type = type;
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if (iconOverlayId != 0) item.IconOverlayId = iconOverlayId;
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if (iconUnderlayId != 0) item.IconUnderlayId = iconUnderlayId;
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// D.5.2: 0 is a meaningful "no effect" state (e.g. a caster out of mana),
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// so assign unconditionally — re-composition reflects the CURRENT state.
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item.Effects = effects;
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ItemPropertiesUpdated?.Invoke(item);
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return true;
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}
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/// <summary>
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/// Apply a <see cref="PropertyBundle"/> patch (e.g. from an
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/// <c>IdentifyObjectResponse</c>) to an existing item. Individual
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/// keys in the incoming bundle overwrite existing values; keys not
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/// present are left untouched.
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/// </summary>
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public bool UpdateProperties(uint itemId, PropertyBundle incoming)
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{
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if (!_items.TryGetValue(itemId, out var item)) return false;
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foreach (var kv in incoming.Ints) item.Properties.Ints[kv.Key] = kv.Value;
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foreach (var kv in incoming.Int64s) item.Properties.Int64s[kv.Key] = kv.Value;
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foreach (var kv in incoming.Bools) item.Properties.Bools[kv.Key] = kv.Value;
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foreach (var kv in incoming.Floats) item.Properties.Floats[kv.Key] = kv.Value;
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foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
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foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
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foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
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ItemPropertiesUpdated?.Invoke(item);
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return true;
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}
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/// <summary>
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/// Apply a single PropertyInt update (from PublicUpdatePropertyInt 0x02CE) to an
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/// item: store it in the bundle and, for known typed ints, mirror to the typed
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/// field. Today: UiEffects (18) → <see cref="ItemInstance.Effects"/>. Fires
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/// ItemPropertiesUpdated so bound widgets re-composite. Extensible hook for future
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/// typed PropertyInts (StackSize, Structure, …). False if the item is unknown.
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/// </summary>
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public bool UpdateIntProperty(uint itemId, uint propertyId, int value)
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{
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if (!_items.TryGetValue(itemId, out var item)) return false;
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item.Properties.Ints[propertyId] = value;
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if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value;
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ItemPropertiesUpdated?.Invoke(item);
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return true;
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}
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/// <summary>
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/// Flush the repository — typically called on logoff or teleport
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/// that drops the session's item state.
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/// </summary>
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public void Clear()
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{
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_items.Clear();
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_containers.Clear();
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}
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}
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