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:
parent
2fc253d9ff
commit
b506f53633
8 changed files with 142 additions and 145 deletions
|
|
@ -11,7 +11,7 @@ namespace AcDream.Core.Net;
|
|||
/// <summary>
|
||||
/// Central registration point that wires every parsed GameEvent from
|
||||
/// <see cref="GameEventDispatcher"/> into the appropriate Core state
|
||||
/// class (<see cref="ItemRepository"/>, <see cref="CombatState"/>,
|
||||
/// class (<see cref="ClientObjectTable"/>, <see cref="CombatState"/>,
|
||||
/// <see cref="Spellbook"/>, <see cref="ChatLog"/>).
|
||||
///
|
||||
/// <para>
|
||||
|
|
@ -32,7 +32,7 @@ public static class GameEventWiring
|
|||
{
|
||||
public static void WireAll(
|
||||
GameEventDispatcher dispatcher,
|
||||
ItemRepository items,
|
||||
ClientObjectTable items,
|
||||
CombatState combat,
|
||||
Spellbook spellbook,
|
||||
ChatLog chat,
|
||||
|
|
@ -251,7 +251,7 @@ public static class GameEventWiring
|
|||
var p = AppraiseInfoParser.TryParse(e.Payload.Span);
|
||||
if (p is null || !p.Value.Success) return;
|
||||
// Merge parsed properties into the item if we know about it.
|
||||
if (items.GetItem(p.Value.Guid) is not null)
|
||||
if (items.Get(p.Value.Guid) is not null)
|
||||
items.UpdateProperties(p.Value.Guid, p.Value.Properties);
|
||||
// Spellbook from appraise: for caster items / scrolls this is
|
||||
// the cast-on-use list. The local player's full learned
|
||||
|
|
@ -400,7 +400,7 @@ public static class GameEventWiring
|
|||
Console.WriteLine($"vitals: PD-ench spell={ench.SpellId} layer={ench.Layer} bucket={ench.Bucket} key={ench.StatModKey} val={ench.StatModValue}");
|
||||
}
|
||||
|
||||
// Issue #13 — register inventory entries with ItemRepository so
|
||||
// Issue #13 — register inventory entries with ClientObjectTable so
|
||||
// panels (inventory, paperdoll, hotbars) light up after login.
|
||||
// Equipped entries share the same ObjectId as inventory entries
|
||||
// (an equipped item is also in inventory) — register both, but
|
||||
|
|
@ -408,9 +408,9 @@ public static class GameEventWiring
|
|||
// MoveItem so paperdoll can render.
|
||||
foreach (var inv in p.Value.Inventory)
|
||||
{
|
||||
if (items.GetItem(inv.Guid) is null)
|
||||
if (items.Get(inv.Guid) is null)
|
||||
{
|
||||
items.AddOrUpdate(new ItemInstance
|
||||
items.AddOrUpdate(new ClientObject
|
||||
{
|
||||
ObjectId = inv.Guid,
|
||||
WeenieClassId = inv.ContainerType,
|
||||
|
|
@ -419,9 +419,9 @@ public static class GameEventWiring
|
|||
}
|
||||
foreach (var eq in p.Value.Equipped)
|
||||
{
|
||||
if (items.GetItem(eq.Guid) is null)
|
||||
if (items.Get(eq.Guid) is null)
|
||||
{
|
||||
items.AddOrUpdate(new ItemInstance
|
||||
items.AddOrUpdate(new ClientObject
|
||||
{
|
||||
ObjectId = eq.Guid,
|
||||
WeenieClassId = 0,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue