refactor(runtime): own magic and player state
Move the coupled Spellbook and LocalPlayerState into one Runtime-owned character graph, route content, live-session, retained UI, reset, and shutdown through that exact owner, and delete the duplicate desired-component snapshot from inventory state. Preserve synchronous retail update and reset ordering while adding independent-instance and retryable-failure coverage. Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
parent
d362172620
commit
d02a12ceac
16 changed files with 418 additions and 96 deletions
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@ -12,6 +12,7 @@ using AcDream.Core.Physics;
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using AcDream.Core.Rendering;
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using AcDream.Core.Spells;
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using AcDream.Core.Vfx;
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using AcDream.Runtime.Gameplay;
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using DatReaderWriter;
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using Silk.NET.Input;
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using Silk.NET.OpenGL;
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@ -48,7 +49,7 @@ internal sealed record ContentEffectsAudioDependencies(
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ResidencyBudgetOptions ResidencyBudgets,
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PhysicsDataCache PhysicsDataCache,
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bool DumpMotionEnabled,
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Spellbook SpellBook,
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RuntimeCharacterState Character,
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AnimationHookRouter HookRouter,
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EntityEffectPoseRegistry EffectPoses,
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DeferredEntityEffectAdvanceSource EntityEffectAdvance,
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@ -85,7 +86,9 @@ internal interface IContentEffectsAudioCompositionFactory
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IDatReaderWriter dats,
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Action<string> diagnostic);
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MagicCatalog LoadMagicCatalog(IDatReaderWriter dats);
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void InstallSpellMetadata(Spellbook spellBook, MagicCatalog catalog);
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void InstallSpellMetadata(
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RuntimeCharacterState character,
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MagicCatalog catalog);
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int GetSpellCount(MagicCatalog catalog);
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IAnimationLoader CreateAnimationLoader(
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IDatReaderWriter dats,
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@ -143,8 +146,10 @@ internal sealed class RetailContentEffectsAudioCompositionFactory
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public MagicCatalog LoadMagicCatalog(IDatReaderWriter dats) =>
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MagicCatalog.Load(dats);
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public void InstallSpellMetadata(Spellbook spellBook, MagicCatalog catalog) =>
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spellBook.InstallMetadata(catalog.SpellTable);
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public void InstallSpellMetadata(
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RuntimeCharacterState character,
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MagicCatalog catalog) =>
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character.InstallSpellMetadata(catalog.SpellTable);
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public int GetSpellCount(MagicCatalog catalog) => catalog.SpellTable.Count;
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@ -326,7 +331,7 @@ internal sealed class ContentEffectsAudioCompositionPhase :
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MagicCatalog magic = _factory.LoadMagicCatalog(dats);
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_publication.PublishMagicCatalog(magic);
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Fault(ContentEffectsAudioCompositionPoint.MagicCatalogPublished);
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_factory.InstallSpellMetadata(_dependencies.SpellBook, magic);
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_factory.InstallSpellMetadata(_dependencies.Character, magic);
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_dependencies.Log(
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$"spells: loaded {_factory.GetSpellCount(magic)} entries from portal.dat");
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Fault(ContentEffectsAudioCompositionPoint.SpellMetadataInstalled);
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@ -48,9 +48,8 @@ internal sealed record InteractionRetainedUiDependencies(
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SelectionState Selection,
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RuntimeInventoryState Inventory,
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MagicCatalog MagicCatalog,
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Spellbook Spellbook,
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RuntimeCharacterState Character,
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RuntimeCommunicationState Communication,
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LocalPlayerState LocalPlayer,
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StackSplitQuantityState StackSplitQuantity,
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BufferedUiRegistry? UiRegistry,
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LiveCombatModeCommandSlot CombatModeCommands,
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@ -350,7 +349,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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try
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{
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VitalsVM vitals = d.ExistingVitals
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?? new VitalsVM(d.Combat, d.LocalPlayer);
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?? new VitalsVM(d.Combat, d.Character.LocalPlayer);
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UiHost host = lease.AcquireHost(
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() => new UiHost(
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d.Gl,
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@ -372,7 +371,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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var characterSheet = new CharacterSheetProvider(
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d.Inventory.Objects,
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d.LocalPlayer,
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d.Character.LocalPlayer,
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playerGuid: () => d.PlayerIdentity.ServerGuid,
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activeToonName: () => d.Settings.ActiveToonKey,
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fallbackSheet: Studio.SampleData.SampleCharacter,
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@ -389,7 +388,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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MagicRuntime magic = MagicRuntime.Create(
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d.MagicCatalog,
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d.Spellbook,
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d.Character.Spellbook,
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d.Inventory.Objects,
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selectedObject: () => d.Selection.SelectedObjectId,
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localPlayerId: () => d.PlayerIdentity.ServerGuid,
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@ -421,7 +420,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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uint skillId = SkillId(school);
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if (skillId != 0u)
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return d.LocalPlayer.GetSkill(skillId)?.CurrentLevel ?? 0u;
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return d.Character.LocalPlayer.GetSkill(skillId)?.CurrentLevel ?? 0u;
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uint highest = 0u;
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foreach (MagicSchool candidate in new[]
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@ -435,7 +434,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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{
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highest = Math.Max(
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highest,
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d.LocalPlayer.GetSkill(SkillId(candidate))?.CurrentLevel ?? 0u);
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d.Character.LocalPlayer.GetSkill(
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SkillId(candidate))?.CurrentLevel ?? 0u);
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}
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return highest;
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}
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@ -527,7 +527,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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() => d.Settings.Gameplay,
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d.Settings.SetCombatGameplay),
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Magic: new MagicRuntimeBindings(
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d.Spellbook,
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d.Character.Spellbook,
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magic.Casting,
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d.Inventory.Objects,
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() => d.PlayerIdentity.ServerGuid,
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@ -569,10 +569,10 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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late.Selection.ResolveVividTargetInfo,
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late.SelectionCamera.UiSnapshot),
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Indicators: new IndicatorRuntimeBindings(
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d.Spellbook,
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d.Character.Spellbook,
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d.Inventory.Objects,
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() => d.PlayerIdentity.ServerGuid,
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() => d.LocalPlayer.GetAttribute(
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() => d.Character.LocalPlayer.GetAttribute(
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LocalPlayerState.AttributeKind.Strength)
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is { } strength ? (int?)strength.Current : null,
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() => late.Session.LinkStatus,
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@ -614,7 +614,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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() => d.PlayerIdentity.ServerGuid,
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iconComposer.GetIcon,
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iconComposer.GetDragIcon,
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() => d.LocalPlayer.GetAttribute(
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() => d.Character.LocalPlayer.GetAttribute(
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LocalPlayerState.AttributeKind.Strength)
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is { } strength ? (int?)strength.Current : null,
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guid => late.Session.CurrentSession?.SendUse(guid),
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@ -85,8 +85,7 @@ internal sealed record SessionPlayerDependencies(
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CombatState Combat,
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CombatFeedbackSlot CombatFeedback,
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RuntimeCommunicationState Communication,
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LocalPlayerState LocalPlayer,
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Spellbook Spellbook,
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RuntimeCharacterState Character,
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TransferableResourceSlot<PortalTunnelPresentation> PortalTunnelFallback,
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Action<string> Log);
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@ -802,8 +801,7 @@ internal sealed class SessionPlayerCompositionPhase
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d.CharacterOptions),
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new LiveSessionDomainRuntime(
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d.EntityObjects,
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d.LocalPlayer,
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d.Spellbook,
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d.Character,
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d.Combat,
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d.Inventory,
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d.Communication),
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@ -42,8 +42,7 @@ internal sealed record LiveSessionPlayerRuntime(
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internal sealed record LiveSessionDomainRuntime(
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RuntimeEntityObjectLifetime EntityObjects,
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LocalPlayerState LocalPlayer,
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Spellbook Spellbook,
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RuntimeCharacterState Character,
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CombatState Combat,
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RuntimeInventoryState Inventory,
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RuntimeCommunicationState Communication);
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@ -170,12 +169,12 @@ internal sealed class LiveSessionRuntimeFactory
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InventoryTransactions = _domain.Inventory.ResetTransactions,
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SelectionPresentation = _world.SelectionScene.Reset,
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ObjectTable = _domain.EntityObjects.ClearObjects,
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Spellbook = _domain.Spellbook.Clear,
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Spellbook = _domain.Character.ResetSpellbook,
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MagicRuntime = () => _ui.Magic?.Reset(),
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CombatAttack = _interaction.CombatAttack.ResetSession,
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CombatState = _domain.Combat.Clear,
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ItemMana = _domain.Inventory.ResetItemMana,
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LocalPlayer = _domain.LocalPlayer.Clear,
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LocalPlayer = _domain.Character.ResetLocalPlayer,
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Friends = _domain.Communication.ResetFriends,
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Squelch = _domain.Communication.ResetSquelch,
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TurbineChat = _domain.Communication.ResetNegotiatedChannels,
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@ -256,7 +255,6 @@ internal sealed class LiveSessionRuntimeFactory
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private LiveInventorySessionBindings CreateInventoryBindings() => new(
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_domain.Inventory.Objects,
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_domain.LocalPlayer,
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PlayerGuid: () => _player.Identity.ServerGuid,
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OnShortcuts: _domain.Inventory.Shortcuts.Replace,
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OnUseDone: error =>
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@ -265,7 +263,6 @@ internal sealed class LiveSessionRuntimeFactory
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_domain.Inventory.Transactions.CompleteUse(error);
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},
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_domain.Inventory.ItemMana,
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OnDesiredComponents: _domain.Inventory.DesiredComponents.Replace,
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ExternalContainers: _domain.Inventory.ExternalContainers,
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OnAppraisal: appraisal =>
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{
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@ -281,7 +278,7 @@ internal sealed class LiveSessionRuntimeFactory
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var skillCreditResolver = new LiveSkillCreditResolver(skillTable);
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return new LiveCharacterSessionBindings(
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_domain.Combat,
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_domain.Spellbook,
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_domain.Character,
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ResolveSkillFormulaBonus: skillCreditResolver.Resolve,
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OnSkillsUpdated: (runSkill, jumpSkill) =>
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{
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@ -337,7 +334,7 @@ internal sealed class LiveSessionRuntimeFactory
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?? "unknown",
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CurrentPosition: () => _player.Controller.Controller?.CellPosition,
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LastOutsideCorpsePosition: () =>
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_domain.LocalPlayer.GetPosition(0x0Eu),
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_domain.Character.LocalPlayer.GetPosition(0x0Eu),
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ShowConfirmation: (message, completed) =>
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_ui.RetailUi?.ShowConfirmation(message, completed),
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Suicide: session.SendSuicide,
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@ -372,7 +369,6 @@ internal sealed class LiveSessionRuntimeFactory
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ClearDesiredComponents: () =>
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{
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session.SendClearDesiredComponents();
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_domain.Inventory.DesiredComponents.Clear();
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},
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HasOpenVendor: () => false,
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FillComponentBuyList: (_, _) => { }),
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@ -337,14 +337,14 @@ public sealed class GameWindow :
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public readonly AcDream.Core.Combat.CombatState Combat = new();
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private readonly RuntimeEntityObjectLifetime _runtimeEntityObjects = new();
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private readonly RuntimeInventoryState _runtimeInventory;
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private readonly RuntimeCharacterState _runtimeCharacter;
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public AcDream.Core.Items.ItemManaState ItemMana =>
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_runtimeInventory.ItemMana;
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public IReadOnlyList<(uint Id, uint Amount)> DesiredComponents =>
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_runtimeInventory.DesiredComponents.Items;
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// Retail resolves learned IDs through portal.dat's CSpellTable. MagicCatalog
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// installs that immutable table once DatCollection opens in OnLoad.
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public AcDream.Core.Spells.SpellTable SpellTable => SpellBook.Metadata;
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public readonly AcDream.Core.Spells.Spellbook SpellBook = null!;
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public AcDream.Core.Spells.Spellbook SpellBook =>
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_runtimeCharacter.Spellbook;
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/// <summary>Persisted hotbar shortcuts from the last PlayerDescription (D.5.1 toolbar source).</summary>
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public IReadOnlyList<AcDream.Core.Items.ShortcutEntry> Shortcuts =>
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_runtimeInventory.Shortcuts.Items;
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@ -352,7 +352,8 @@ public sealed class GameWindow :
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// PlayerDescription so the Vitals HUD can render those bars.
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// Issue #6 — wired to SpellBook so GetMaxApprox folds enchantment
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// buffs into the max formula via Spellbook.GetVitalMod.
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public readonly AcDream.Core.Player.LocalPlayerState LocalPlayer = null!;
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public AcDream.Core.Player.LocalPlayerState LocalPlayer =>
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_runtimeCharacter.LocalPlayer;
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// Phase D.2a — ImGui devtools UI overlay. Null unless ACDREAM_DEVTOOLS=1.
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// See docs/plans/2026-04-24-ui-framework.md for the staged UI strategy.
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@ -562,6 +563,7 @@ public sealed class GameWindow :
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{
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_options = options ?? throw new System.ArgumentNullException(nameof(options));
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_runtimeInventory = new RuntimeInventoryState(_runtimeEntityObjects);
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_runtimeCharacter = new RuntimeCharacterState();
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var alphaScratchBudgets =
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AcDream.App.Rendering.Residency.AlphaScratchBudgetProfile.Create(
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_options.ResidencyBudgets.AlphaScratchBytes);
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@ -591,8 +593,6 @@ public sealed class GameWindow :
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_uiRegistry = uiRegistry;
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_animatedEntities = new LiveEntityAnimationRuntimeView<LiveEntityAnimationState>(
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_liveEntityRuntimeSlot);
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SpellBook = new AcDream.Core.Spells.Spellbook();
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LocalPlayer = new AcDream.Core.Player.LocalPlayerState(SpellBook);
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// #184 Slice 2a: the extracted per-remote DR tick. Its stateful
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// setup/motion dependency crosses the fail-fast construction bridge;
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// the server-velocity animation cycle is stateless shared policy.
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@ -1149,7 +1149,7 @@ public sealed class GameWindow :
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_options.ResidencyBudgets,
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_physicsDataCache,
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_animationDiagnostics.DumpMotionEnabled,
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SpellBook,
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_runtimeCharacter,
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_hookRouter,
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_effectPoses,
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_entityEffectAdvance,
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@ -1261,9 +1261,8 @@ public sealed class GameWindow :
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_selection,
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_runtimeInventory,
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contentEffectsAudio.MagicCatalog,
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SpellBook,
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_runtimeCharacter,
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_runtimeCommunication,
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LocalPlayer,
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_stackSplitQuantity,
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_uiRegistry,
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_liveCombatModeCommands,
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@ -1405,8 +1404,7 @@ public sealed class GameWindow :
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Combat,
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_combatFeedback,
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_runtimeCommunication,
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LocalPlayer,
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SpellBook,
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_runtimeCharacter,
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_portalTunnelFallback,
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Console.WriteLine),
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this).Compose(
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@ -1582,6 +1580,7 @@ public sealed class GameWindow :
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_liveEntities,
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_runtimeEntityObjects,
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_runtimeInventory,
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_runtimeCharacter,
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_runtimeCommunication,
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_renderSceneShadow,
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_livePresentationBindings,
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@ -85,6 +85,7 @@ internal sealed record LiveShutdownRoots(
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LiveEntityRuntime? LiveEntities,
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RuntimeEntityObjectLifetime EntityObjects,
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RuntimeInventoryState Inventory,
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RuntimeCharacterState Character,
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RuntimeCommunicationState Communication,
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RenderSceneShadowRuntime? RenderSceneShadow,
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LivePresentationRuntimeBindings? PresentationBindings,
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@ -391,6 +392,9 @@ internal static class GameWindowShutdownManifest
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]),
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new ResourceShutdownStage("runtime entity/object stream",
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[
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Hard(
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"runtime character state",
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live.Character.Dispose),
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Hard(
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"runtime inventory state",
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live.Inventory.Dispose),
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