refactor(app): compose settings and developer tools

This commit is contained in:
Erik 2026-07-22 16:11:34 +02:00
parent 60a1698ce7
commit cd7b519f78
24 changed files with 2073 additions and 333 deletions

View file

@ -0,0 +1,631 @@
using AcDream.App.Combat;
using AcDream.App.Diagnostics;
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.App.Settings;
using AcDream.Core.Chat;
using AcDream.Core.Combat;
using AcDream.Core.Player;
using AcDream.UI.Abstractions.Input;
using AcDream.UI.Abstractions.Panels.Chat;
using AcDream.UI.Abstractions.Panels.Debug;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.UI.Abstractions.Panels.Vitals;
using AcDream.UI.ImGui;
using Silk.NET.Input;
using Silk.NET.OpenGL;
using Silk.NET.Windowing;
namespace AcDream.App.Composition;
internal sealed record SettingsDevToolsResult(
AcDream.UI.Abstractions.Settings.QualitySettings ResolvedQuality,
DevToolsCompositionOwner? DevTools);
internal sealed record SettingsDevToolsOptionalDependencies(
IDevToolsRuntimeFacts Facts,
IRuntimeKeyBindingTarget? KeyBindingTarget,
DeferredCanonicalWorldEntityCountSource WorldEntities,
DeferredRenderFrameDiagnosticsSource FrameDiagnostics,
DeferredDevToolsPlayerModeCommands PlayerModeCommands);
internal sealed record SettingsDevToolsDependencies(
IView Window,
RuntimeSettingsController Settings,
IRuntimeSettingsStartupTarget StartupTarget,
HostQuiescenceGate HostQuiescence,
ChatLog Chat,
CombatState Combat,
LocalPlayerState LocalPlayer,
SettingsDevToolsOptionalDependencies? DevTools,
RuntimeDiagnosticCommandSlot DiagnosticCommands,
CombatFeedbackSlot CombatFeedback,
KeyBindings KeyBindings,
FrameProfiler FrameProfiler,
FramebufferResizeController FramebufferResize,
Action<string> Log);
internal interface IGameWindowSettingsDevToolsPublication
{
void PublishDevTools(DevToolsCompositionOwner value);
}
internal interface ISettingsDevToolsCompositionFactory
{
bool IsSupported(IInputContext input);
IDevToolsInputContext CreateInputContext(
IInputContext input,
HostQuiescenceGate quiescence);
IImGuiBootstrapper CreateBootstrap(
GL gl,
IView window,
IInputContext input);
ImGuiPanelHost CreatePanelHost();
IDevToolsFrameBackend CreateBackend(
IImGuiBootstrapper bootstrap,
ImGuiPanelHost panels);
}
internal sealed class RetailSettingsDevToolsCompositionFactory
: ISettingsDevToolsCompositionFactory
{
public bool IsSupported(IInputContext input) =>
input.Keyboards.Count > 0
&& input.Mice.Count > 0
&& input.Mice[0].ScrollWheels.Count > 0;
public IDevToolsInputContext CreateInputContext(
IInputContext input,
HostQuiescenceGate quiescence) =>
new QuiescentInputContext(input, quiescence);
public IImGuiBootstrapper CreateBootstrap(
GL gl,
IView window,
IInputContext input) =>
new ImGuiBootstrapper(gl, window, input);
public ImGuiPanelHost CreatePanelHost() => new();
public IDevToolsFrameBackend CreateBackend(
IImGuiBootstrapper bootstrap,
ImGuiPanelHost panels) =>
new ImGuiDevToolsFrameBackend(bootstrap, panels);
}
internal enum SettingsDevToolsCompositionPoint
{
SettingsApplied,
InputContextCreated,
BootstrapCreated,
InputActivated,
PanelHostCreated,
VitalsRegistered,
ChatRegistered,
DebugViewModelCreated,
DiagnosticActionsBound,
CombatFeedbackBound,
DebugRegistered,
SettingsViewModelBound,
SettingsRegistered,
BackendCreated,
PresenterCreated,
FramebufferBound,
InitialLayoutApplied,
DevToolsPublished,
}
/// <summary>
/// Complete optional developer frontend lifetime. Construction rollback and
/// normal shutdown share the same named, retryable release operations.
/// </summary>
internal sealed class DevToolsCompositionOwner : IDisposable
{
private readonly IDevToolsInputContext _input;
private readonly IDevToolsFrameBackend _backend;
private readonly ChatVM _chat;
private readonly DebugVM _debug;
private readonly RuntimeSettingsViewModelBinding? _settings;
private readonly CombatFeedbackSlot _combatFeedback;
private readonly FramebufferDevToolsBinding _framebuffer;
private readonly ResourceShutdownTransaction _frontendShutdown;
private bool _ownsInput;
private bool _ownsBackend;
private bool _ownsChat;
private bool _ownsDebug;
private bool _ownsSettings;
private bool _ownsCombatBinding;
private bool _ownsFramebuffer;
public DevToolsCompositionOwner(
IDevToolsInputContext input,
IDevToolsFrameBackend backend,
DevToolsFramePresenter presenter,
DevToolsCommandBusSource commandBus,
VitalsVM vitals,
ChatVM chat,
DebugVM debug,
SettingsDevToolsOptionalDependencies lateBindings,
RuntimeSettingsViewModelBinding? settings,
CombatFeedbackSlot combatFeedback,
FramebufferDevToolsBinding framebuffer)
{
_input = input ?? throw new ArgumentNullException(nameof(input));
_backend = backend ?? throw new ArgumentNullException(nameof(backend));
Presenter = presenter ?? throw new ArgumentNullException(nameof(presenter));
CommandBus = commandBus ?? throw new ArgumentNullException(nameof(commandBus));
Vitals = vitals ?? throw new ArgumentNullException(nameof(vitals));
_chat = chat ?? throw new ArgumentNullException(nameof(chat));
_debug = debug ?? throw new ArgumentNullException(nameof(debug));
LateBindings = lateBindings
?? throw new ArgumentNullException(nameof(lateBindings));
_settings = settings;
_combatFeedback = combatFeedback ?? throw new ArgumentNullException(nameof(combatFeedback));
_framebuffer = framebuffer ?? throw new ArgumentNullException(nameof(framebuffer));
_frontendShutdown = new ResourceShutdownTransaction(
new ResourceShutdownStage("developer framebuffer binding",
[
new("framebuffer resize binding", ReleaseFramebuffer),
]),
new ResourceShutdownStage("developer backend",
[
new("ImGui backend", ReleaseBackend),
]),
new ResourceShutdownStage("developer view models",
[
new("settings view model binding", ReleaseSettings),
new("combat feedback binding", ReleaseCombatBinding),
new("debug combat subscriptions", ReleaseDebug),
new("chat transcript subscription", ReleaseChat),
]));
}
public DevToolsFramePresenter Presenter { get; }
public DevToolsCommandBusSource CommandBus { get; }
public VitalsVM Vitals { get; }
public DebugVM Debug => _debug;
public SettingsDevToolsOptionalDependencies LateBindings { get; }
public bool IsDisposalComplete =>
_frontendShutdown.IsComplete && !_ownsInput;
public void AdoptInput() => _ownsInput = true;
public void AdoptBackend() => _ownsBackend = true;
public void AdoptChat() => _ownsChat = true;
public void AdoptDebug() => _ownsDebug = true;
public void AdoptSettings() => _ownsSettings = _settings is not null;
public void AdoptCombatBinding() => _ownsCombatBinding = true;
public void AdoptFramebuffer() => _ownsFramebuffer = true;
public void CompleteOwnership()
{
if (!_ownsInput
|| !_ownsBackend
|| !_ownsChat
|| !_ownsDebug
|| !_ownsCombatBinding
|| !_ownsFramebuffer
|| (_settings is not null && !_ownsSettings))
{
throw new InvalidOperationException(
"Developer composition ownership is incomplete.");
}
}
public void DeactivateInput()
{
CommandBus.Deactivate();
LateBindings.PlayerModeCommands.Deactivate();
LateBindings.FrameDiagnostics.Deactivate();
LateBindings.WorldEntities.Deactivate();
if (_ownsInput)
_input.Deactivate();
}
public void DetachInput()
{
if (!_ownsInput)
return;
_input.Dispose();
if (!_input.IsDisposalComplete)
throw new InvalidOperationException(
"Developer input callback cleanup remains incomplete.");
_ownsInput = false;
}
public void DisposeFrontend() => _frontendShutdown.CompleteOrThrow();
public void Dispose()
{
DeactivateInput();
DisposeFrontend();
DetachInput();
}
private void ReleaseFramebuffer()
{
if (!_ownsFramebuffer)
return;
_framebuffer.Dispose();
_ownsFramebuffer = false;
}
private void ReleaseCombatBinding()
{
if (!_ownsCombatBinding)
return;
_combatFeedback.Unbind(_debug);
_ownsCombatBinding = false;
}
private void ReleaseSettings()
{
if (!_ownsSettings)
return;
_settings!.Dispose();
_ownsSettings = false;
}
private void ReleaseDebug()
{
if (!_ownsDebug)
return;
_debug.Dispose();
_ownsDebug = false;
}
private void ReleaseChat()
{
if (!_ownsChat)
return;
_chat.Dispose();
_ownsChat = false;
}
private void ReleaseBackend()
{
if (!_ownsBackend)
return;
_backend.Dispose();
_ownsBackend = false;
}
}
internal sealed class CombatFeedbackBinding : IDisposable
{
private readonly CombatFeedbackSlot _owner;
private readonly DebugVM _viewModel;
private bool _disposed;
public CombatFeedbackBinding(CombatFeedbackSlot owner, DebugVM viewModel)
{
_owner = owner ?? throw new ArgumentNullException(nameof(owner));
_viewModel = viewModel ?? throw new ArgumentNullException(nameof(viewModel));
_owner.Bind(_viewModel);
}
public void Dispose()
{
if (_disposed)
return;
_owner.Unbind(_viewModel);
_disposed = true;
}
}
/// <summary>
/// Production Phase 3. Settings are required; the optional developer frontend
/// may be abandoned only after every locally acquired edge has been removed.
/// </summary>
internal sealed class SettingsDevToolsCompositionPhase :
ISettingsDevToolsCompositionPhase<
GameWindowPlatformResult<GL, IInputContext>,
HostInputCameraResult,
ContentEffectsAudioResult,
SettingsDevToolsResult>
{
private readonly SettingsDevToolsDependencies _dependencies;
private readonly IGameWindowSettingsDevToolsPublication _publication;
private readonly ISettingsDevToolsCompositionFactory _factory;
private readonly Action<SettingsDevToolsCompositionPoint>? _faultInjection;
public SettingsDevToolsCompositionPhase(
SettingsDevToolsDependencies dependencies,
IGameWindowSettingsDevToolsPublication publication,
ISettingsDevToolsCompositionFactory? factory = null,
Action<SettingsDevToolsCompositionPoint>? faultInjection = null)
{
_dependencies = dependencies ?? throw new ArgumentNullException(nameof(dependencies));
_publication = publication ?? throw new ArgumentNullException(nameof(publication));
_factory = factory ?? new RetailSettingsDevToolsCompositionFactory();
_faultInjection = faultInjection;
}
public SettingsDevToolsResult Compose(
GameWindowPlatformResult<GL, IInputContext> platform,
HostInputCameraResult host,
ContentEffectsAudioResult content)
{
ArgumentNullException.ThrowIfNull(platform);
ArgumentNullException.ThrowIfNull(host);
ArgumentNullException.ThrowIfNull(content);
_dependencies.Settings.ApplyStartup(_dependencies.StartupTarget);
Fault(SettingsDevToolsCompositionPoint.SettingsApplied);
DevToolsCompositionOwner? devTools = _dependencies.DevTools is { } optional
? ComposeOptionalDevTools(platform, host, optional)
: null;
return new SettingsDevToolsResult(
_dependencies.Settings.ResolvedQuality,
devTools);
}
private DevToolsCompositionOwner? ComposeOptionalDevTools(
GameWindowPlatformResult<GL, IInputContext> platform,
HostInputCameraResult host,
SettingsDevToolsOptionalDependencies optional)
{
var scope = new CompositionAcquisitionScope();
bool published = false;
try
{
if (!_factory.IsSupported(platform.Input))
{
_dependencies.Log(
"devtools: keyboard, mouse, or scroll input unavailable — devtools disabled");
return null;
}
var inputLease = scope.Acquire(
"developer input context",
() => _factory.CreateInputContext(
platform.Input,
_dependencies.HostQuiescence),
static value => value.Dispose());
IDevToolsInputContext input = inputLease.Resource;
Fault(SettingsDevToolsCompositionPoint.InputContextCreated);
var bootstrapLease = scope.Acquire(
"ImGui bootstrap",
() => _factory.CreateBootstrap(
platform.Graphics,
_dependencies.Window,
input),
static value => value.Dispose());
IImGuiBootstrapper bootstrap = bootstrapLease.Resource;
Fault(SettingsDevToolsCompositionPoint.BootstrapCreated);
input.Activate();
Fault(SettingsDevToolsCompositionPoint.InputActivated);
ImGuiPanelHost panelHost = _factory.CreatePanelHost();
Fault(SettingsDevToolsCompositionPoint.PanelHostCreated);
var vitals = new VitalsVM(
_dependencies.Combat,
_dependencies.LocalPlayer);
var vitalsPanel = new VitalsPanel(vitals);
panelHost.Register(vitalsPanel);
Fault(SettingsDevToolsCompositionPoint.VitalsRegistered);
var chatLease = scope.Acquire(
"developer chat view model",
() => new ChatVM(_dependencies.Chat)
{
FpsProvider = () => optional.Facts.Fps,
PositionProvider = () => optional.Facts.PlayerPosition,
},
static value => value.Dispose());
ChatVM chatVm = chatLease.Resource;
var chatPanel = new ChatPanel(chatVm);
panelHost.Register(chatPanel);
Fault(SettingsDevToolsCompositionPoint.ChatRegistered);
var debugLease = scope.Acquire(
"developer debug view model",
() => CreateDebugViewModel(optional.Facts),
static value => value.Dispose());
DebugVM debugVm = debugLease.Resource;
Fault(SettingsDevToolsCompositionPoint.DebugViewModelCreated);
debugVm.CycleTimeOfDay = _dependencies.DiagnosticCommands.CycleTimeOfDay;
debugVm.CycleWeather = _dependencies.DiagnosticCommands.CycleWeather;
debugVm.ToggleCollisionWires =
_dependencies.DiagnosticCommands.ToggleCollisionWireframes;
debugVm.ToggleFlyMode = optional.PlayerModeCommands.ToggleFlyOrChase;
Fault(SettingsDevToolsCompositionPoint.DiagnosticActionsBound);
var combatBindingLease = scope.Acquire(
"combat feedback binding",
() => new CombatFeedbackBinding(
_dependencies.CombatFeedback,
debugVm),
static value => value.Dispose());
Fault(SettingsDevToolsCompositionPoint.CombatFeedbackBound);
var debugPanel = new DebugPanel(debugVm);
panelHost.Register(debugPanel);
Fault(SettingsDevToolsCompositionPoint.DebugRegistered);
RuntimeSettingsViewModelBinding? settingsBinding = null;
SettingsPanel? settingsPanel = null;
CompositionAcquisitionScope.CompositionAcquisitionLease<RuntimeSettingsViewModelBinding>?
settingsLease = null;
if (host.InputDispatcher is not null
&& optional.KeyBindingTarget is not null)
{
settingsLease = scope.Acquire(
"settings view model binding",
() => _dependencies.Settings.CreateViewModelBinding(
_dependencies.KeyBindings,
host.InputDispatcher,
optional.KeyBindingTarget.Apply),
static value => value.Dispose());
settingsBinding = settingsLease.Resource;
Fault(SettingsDevToolsCompositionPoint.SettingsViewModelBound);
settingsPanel = new SettingsPanel(settingsBinding.ViewModel);
panelHost.Register(settingsPanel);
Fault(SettingsDevToolsCompositionPoint.SettingsRegistered);
}
var backendLease = scope.Acquire(
"developer frame backend",
() => _factory.CreateBackend(bootstrap, panelHost),
static value => value.Dispose());
IDevToolsFrameBackend backend = backendLease.Resource;
bootstrapLease.Transfer();
Fault(SettingsDevToolsCompositionPoint.BackendCreated);
var cameraMenu = new DevToolsCameraMenuOperations(
host.CameraController,
optional.PlayerModeCommands);
var commandBus = new DevToolsCommandBusSource();
var presenter = new DevToolsFramePresenter(
backend,
cameraMenu,
commandBus,
_dependencies.FrameProfiler,
new DevToolsPanelSet(
vitalsPanel,
chatPanel,
debugPanel,
debugVm,
settingsPanel));
Fault(SettingsDevToolsCompositionPoint.PresenterCreated);
var framebufferLease = scope.Acquire(
"developer framebuffer binding",
() => new FramebufferDevToolsBinding(
_dependencies.FramebufferResize,
new DevToolsFramebufferTarget(presenter)),
static value => value.Dispose());
Fault(SettingsDevToolsCompositionPoint.FramebufferBound);
presenter.ResetLayout(
_dependencies.Window.Size.X,
_dependencies.Window.Size.Y,
DevToolsPanelLayoutCondition.FirstUseEver);
Fault(SettingsDevToolsCompositionPoint.InitialLayoutApplied);
var ownerLease = scope.Acquire(
"developer composition owner",
() => new DevToolsCompositionOwner(
input,
backend,
presenter,
commandBus,
vitals,
chatVm,
debugVm,
optional,
settingsBinding,
_dependencies.CombatFeedback,
framebufferLease.Resource),
static value => value.Dispose());
DevToolsCompositionOwner owner = ownerLease.Resource;
inputLease.Transfer();
owner.AdoptInput();
backendLease.Transfer();
owner.AdoptBackend();
chatLease.Transfer();
owner.AdoptChat();
debugLease.Transfer();
owner.AdoptDebug();
combatBindingLease.Transfer();
owner.AdoptCombatBinding();
if (settingsLease is not null)
{
settingsLease.Transfer();
owner.AdoptSettings();
}
framebufferLease.Transfer();
owner.AdoptFramebuffer();
owner.CompleteOwnership();
owner = ownerLease.Publish(
_publication.PublishDevTools);
published = true;
Fault(SettingsDevToolsCompositionPoint.DevToolsPublished);
scope.Complete();
_dependencies.Log(
"devtools: ImGui panel host ready " +
"(VitalsPanel + ChatPanel + DebugPanel + SettingsPanel registered)");
return owner;
}
catch (Exception failure)
{
if (published)
throw;
try
{
scope.RollbackAndThrow(failure);
}
catch (Exception rolledBack) when (!HasIncompleteCleanup(rolledBack))
{
_dependencies.Log(
$"devtools: ImGui init failed: {rolledBack.Message} — devtools disabled");
return null;
}
throw new System.Diagnostics.UnreachableException();
}
}
private DebugVM CreateDebugViewModel(IDevToolsRuntimeFacts facts)
{
ArgumentNullException.ThrowIfNull(facts);
return new DebugVM(
() => facts.PlayerPosition,
() => facts.PlayerHeadingDegrees,
() => facts.PlayerCellId,
() => facts.PlayerOnGround,
() => facts.InPlayerMode,
() => facts.InFlyMode,
() => facts.VerticalVelocity,
() => facts.EntityCount,
() => facts.AnimatedCount,
() => facts.VisibleLandblocks,
() => facts.TotalLandblocks,
() => facts.ShadowObjectCount,
() => facts.NearestObjectDistance,
() => facts.NearestObjectLabel,
() => facts.Colliding,
() => facts.CollisionWireframesVisible,
() => facts.StreamingRadius,
() => facts.MouseSensitivity,
() => facts.ChaseDistance,
() => facts.RmbOrbitHeld,
() => facts.HourName,
() => facts.DayFraction,
() => facts.Weather,
() => facts.ActiveLights,
() => facts.RegisteredLights,
() => facts.ParticleCount,
() => facts.Fps,
() => facts.FrameMilliseconds,
_dependencies.Combat);
}
private static bool HasIncompleteCleanup(Exception failure)
{
if (failure is ImGuiBootstrapperConstructionException)
return true;
if (failure is IRetryableResourceCleanup cleanup
&& !cleanup.IsCleanupComplete)
{
return true;
}
if (failure is AggregateException aggregate)
return aggregate.InnerExceptions.Any(HasIncompleteCleanup);
return failure.InnerException is { } inner && HasIncompleteCleanup(inner);
}
private void Fault(SettingsDevToolsCompositionPoint point) =>
_faultInjection?.Invoke(point);
}