feat(net+ui): Phase G.1 — server time sync + debug controls

WorldSession now surfaces the server's PortalYearTicks via a new
ServerTimeUpdated event, fired from two sources per r12 §12:
  1. Initial ConnectRequest handshake (ConnectRequestServerTime field
     of the optional block — seeds the clock on login).
  2. Every subsequent packet carrying the TimeSync header flag
     (0x01000000) — keeps the client clock within one TimeSync period
     of authoritative server time.

GameWindow subscribes the event into WorldTimeService.SyncFromServer,
so the day/night cycle + keyframe interpolation runs from real server
time in live mode. Offline mode (ACDREAM_LIVE=0) still uses the
seeded-to-noon fallback from OnLoad.

DebugOverlay now exposes sky + weather + lighting state:
  time  0.50  Midsong    (day fraction + hour name)
  wx    Clear parts 0   (weather kind + live particle count)
  lit   1/4            (active / registered lights)

F7 cycles a debug time override through
  (none → midnight → dawn → noon → dusk → none)
F10 cycles weather through
  (Clear → Overcast → Rain → Snow → Storm).

These keybinds satisfy the visual-verification tier so a user can
flip through every state from the running client without touching
the code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-19 10:51:03 +02:00
parent 7b9a66c9ea
commit cd89e9a498
3 changed files with 116 additions and 3 deletions

View file

@ -101,7 +101,14 @@ public sealed class DebugOverlay
int StreamingRadius,
float MouseSensitivity,
float ChaseDistance,
bool RmbOrbit);
bool RmbOrbit,
// Phase G.1/G.2 — sky + weather + lighting
string HourName = "",
float DayFraction = 0f,
string Weather = "Clear",
int ActiveLights = 0,
int RegisteredLights = 0,
int ParticleCount = 0);
public DebugOverlay(TextRenderer text, BitmapFont font)
{
@ -205,6 +212,10 @@ public sealed class DebugOverlay
($"lb {s.LandblocksVisible,3}/{s.LandblocksTotal,3} visible", White),
($"ent {s.EntityCount,4} anim {s.AnimatedCount,3}", White),
($"coll {s.ShadowObjectCount,5} radius {s.StreamingRadius}", White),
// Phase G: sky + weather + dynamic lighting surface.
($"time {s.DayFraction,5:F2} {s.HourName}", Cyan),
($"wx {s.Weather,-8} parts {s.ParticleCount,5}", Cyan),
($"lit {s.ActiveLights}/{s.RegisteredLights} ", Cyan),
};
float pad = 10f;
@ -277,6 +288,8 @@ public sealed class DebugOverlay
("F4", "toggle debug HUD info panel"),
("F5", "toggle stats panel"),
("F6", "toggle compass"),
("F7", "cycle time-of-day override (none/midnight/dawn/noon/dusk)"),
("F10", "cycle weather (clear/overcast/rain/snow/storm)"),
("F", "toggle fly camera"),
("Tab", "toggle player mode (requires login)"),
("W A S D", "move (player mode) / fly"),
@ -388,7 +401,7 @@ public sealed class DebugOverlay
private void DrawHintBar(Vector2 screenSize)
{
string hint = "F1 help F2 wireframes F3 dump F4/F5/F6 panels F8/F9 sens Tab player Hold RMB orbit Wheel zoom";
string hint = "F1 help F2 wires F3 dump F4/F5/F6 panels F7 time F8/F9 sens F10 weather Tab player RMB orbit Wheel zoom";
float w = _font.MeasureWidth(hint);
float pad = 10f;
float y = screenSize.Y - _font.LineHeight - pad;

View file

@ -184,6 +184,12 @@ public sealed class GameWindow : IDisposable
AcDream.Core.World.WeatherKind.Clear;
private double _weatherAccum;
// F7 / F10 debug-cycle steps for time + weather. Initialized out of
// range of the real values so the first press hits index 0 of the
// cycle table cleanly.
private int _timeDebugStep = 0;
private int _weatherDebugStep = 0;
// Phase B.2: player movement mode.
private AcDream.App.Input.PlayerMovementController? _playerController;
private AcDream.App.Rendering.ChaseCamera? _chaseCamera;
@ -370,6 +376,51 @@ public sealed class GameWindow : IDisposable
_debugOverlay.Toast($"Compass {(_debugOverlay.ShowCompass ? "ON" : "OFF")}");
}
}
else if (key == Key.F7)
{
// Phase G.1: cycle debug time-of-day overrides. Useful for
// visually verifying the sun arc + keyframe transitions
// without waiting 30+ real-time hours. Cycle order:
// clear debug → 0.0 (midnight) → 0.25 (dawn)
// → 0.5 (noon) → 0.75 (dusk) → clear
_timeDebugStep = (_timeDebugStep + 1) % 5;
float? pick = _timeDebugStep switch
{
0 => (float?)null, // server time
1 => 0.0f,
2 => 0.25f,
3 => 0.5f,
4 => 0.75f,
_ => null,
};
if (pick.HasValue)
{
WorldTime.SetDebugTime(pick.Value);
_debugOverlay?.Toast($"Time override = {pick.Value:F2}");
}
else
{
WorldTime.ClearDebugTime();
_debugOverlay?.Toast("Time override cleared");
}
}
else if (key == Key.F10)
{
// Phase G.1: cycle weather kinds manually. Useful for
// testing the rain/snow particle systems + storm/light
// fog without waiting for the daily RNG to hit.
var kinds = new[]
{
AcDream.Core.World.WeatherKind.Clear,
AcDream.Core.World.WeatherKind.Overcast,
AcDream.Core.World.WeatherKind.Rain,
AcDream.Core.World.WeatherKind.Snow,
AcDream.Core.World.WeatherKind.Storm,
};
_weatherDebugStep = (_weatherDebugStep + 1) % kinds.Length;
Weather.ForceWeather(kinds[_weatherDebugStep]);
_debugOverlay?.Toast($"Weather = {kinds[_weatherDebugStep]}");
}
else if (key == Key.F8 || key == Key.F9)
{
// Adjust whichever mode's sensitivity is currently active.
@ -824,6 +875,11 @@ public sealed class GameWindow : IDisposable
_liveSession.PositionUpdated += OnLivePositionUpdated;
_liveSession.TeleportStarted += OnTeleportStarted;
// Phase G.1: keep the client's day/night clock in sync with
// server time. Fires once from ConnectRequest (initial seed)
// and repeatedly on TimeSync-flagged packets.
_liveSession.ServerTimeUpdated += ticks => WorldTime.SyncFromServer(ticks);
// Phase F.1-H.1: wire every parsed GameEvent into the right
// Core state class (chat, combat, spellbook, items). After
// this one call, server-sent ChannelBroadcast / damage
@ -3238,6 +3294,8 @@ public sealed class GameWindow : IDisposable
else
activeSens = _sensOrbit;
// Phase G: pull sky + weather + lighting state for the overlay.
var dayCal = WorldTime.CurrentCalendar;
var snapshot = new DebugOverlay.Snapshot(
Fps: (float)_lastFps,
FrameTimeMs: (float)_lastFrameMs,
@ -3260,7 +3318,13 @@ public sealed class GameWindow : IDisposable
StreamingRadius: _streamingRadius,
MouseSensitivity: activeSens,
ChaseDistance: _chaseCamera?.Distance ?? 0f,
RmbOrbit: _rmbHeld);
RmbOrbit: _rmbHeld,
HourName: dayCal.Hour.ToString(),
DayFraction: (float)WorldTime.DayFraction,
Weather: Weather.Kind.ToString(),
ActiveLights: Lighting.ActiveCount,
RegisteredLights: Lighting.RegisteredCount,
ParticleCount: _particleSystem?.ActiveParticleCount ?? 0);
_debugOverlay.Update((float)deltaSeconds);
var size = new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y);

View file

@ -109,6 +109,21 @@ public sealed class WorldSession : IDisposable
/// </summary>
public event Action<HearSpeech.Parsed>? SpeechHeard;
/// <summary>
/// Phase G.1: latest server Portal Year tick count. Seeded from the
/// ConnectRequest handshake (r12 §1.3 — server sends absolute game
/// time as a double) and refreshed on every TimeSync-flagged packet.
/// Subscribers feed this into <c>WorldTimeService.SyncFromServer</c>
/// so client-local day/night stays in lockstep with the server clock.
/// </summary>
public event Action<double>? ServerTimeUpdated;
/// <summary>
/// Latest server tick count from <see cref="ServerTimeUpdated"/>
/// events. 0 until the handshake completes.
/// </summary>
public double LastServerTimeTicks { get; private set; }
/// <summary>
/// Allow re-sending LoginComplete after a portal teleport. The normal
/// _loginCompleteSent latch prevents duplicate sends on the initial spawn
@ -224,6 +239,14 @@ public sealed class WorldSession : IDisposable
// Step 3: seed ISAAC, send ConnectResponse to port+1, with 200ms race delay
var opt = cr.Optional;
// Phase G.1: server's initial PortalYearTicks (r12 §1.3) lives
// in the ConnectRequest optional section. Publish it to
// subscribers so WorldTimeService.SyncFromServer can seed the
// client clock.
LastServerTimeTicks = opt.ConnectRequestServerTime;
ServerTimeUpdated?.Invoke(opt.ConnectRequestServerTime);
byte[] serverSeedBytes = new byte[4];
BinaryPrimitives.WriteUInt32LittleEndian(serverSeedBytes, opt.ConnectRequestServerSeed);
byte[] clientSeedBytes = new byte[4];
@ -393,6 +416,19 @@ public sealed class WorldSession : IDisposable
SendAck(serverHeader.Sequence);
}
// Phase G.1: propagate TimeSync-flagged server time to anyone who
// needs it (sky/day-night lerp in particular). Server sends this
// periodically — no explicit opcode, just the header flag.
if ((serverHeader.Flags & PacketHeaderFlags.TimeSync) != 0)
{
double t = dec.Packet!.Optional.TimeSync;
if (t > 0)
{
LastServerTimeTicks = t;
ServerTimeUpdated?.Invoke(t);
}
}
foreach (var frag in dec.Packet!.Fragments)
{
var body = _assembler.Ingest(frag, out _);