refactor(runtime): expose canonical gameplay state

Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-26 09:12:30 +02:00
parent 9d0d9b07e0
commit dcb61efb5a
34 changed files with 2076 additions and 103 deletions

View file

@ -18,6 +18,7 @@ using AcDream.Core.Items;
using AcDream.Core.Player;
using AcDream.Core.Selection;
using AcDream.Core.Spells;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
using AcDream.UI.Abstractions.Input;
using AcDream.UI.Abstractions.Panels.Chat;
@ -56,7 +57,6 @@ internal sealed record InteractionRetainedUiDependencies(
ILocalPlayerIdentitySource PlayerIdentity,
ILocalPlayerControllerSource PlayerController,
ILocalPlayerModeSource PlayerMode,
PlayerCharacterOptionsState CharacterOptions,
Func<DeferredSelectionViewPlaneSource, SelectionCameraSource>
SelectionCameraFactory,
DeferredRenderFrameDiagnosticsSource FrameDiagnostics,
@ -118,6 +118,7 @@ internal sealed class InteractionUiLateBindings : IDisposable
private bool _deactivationStarted;
public DeferredLiveSessionUiAuthority Session { get; } = new();
public DeferredGameRuntimeStateCommands GameRuntime { get; } = new();
public DeferredSelectionUiAuthority Selection { get; } = new();
public DeferredSelectionViewPlaneSource SelectionViewPlane { get; } = new();
public DeferredRadarSnapshotSource Radar { get; } = new();
@ -176,6 +177,7 @@ internal sealed class InteractionUiLateBindings : IDisposable
Radar.Deactivate();
SelectionViewPlane.Deactivate();
Selection.Deactivate();
GameRuntime.Deactivate();
Session.Deactivate();
InventoryContainer.Deactivate();
for (int i = _lateOwnerBindings.Count - 1; i >= 0; i--)
@ -294,7 +296,7 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
sendGive: (target, item, amount) =>
session.CurrentSession?.SendGiveObject(target, item, amount),
dragOnPlayerOpensSecureTrade: () =>
d.CharacterOptions.DragItemOnPlayerOpensSecureTrade,
d.Character.Options.DragItemOnPlayerOpensSecureTrade,
toast: d.Toast,
readyForInventoryRequest: () => session.IsInWorld,
playerOnGround: () =>
@ -375,15 +377,27 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
playerGuid: () => d.PlayerIdentity.ServerGuid,
activeToonName: () => d.Settings.ActiveToonKey,
fallbackSheet: Studio.SampleData.SampleCharacter,
canSendRaise: () => late.Session.IsInWorld,
canSendRaise: () => late.GameRuntime.IsInWorld,
sendRaiseAttribute: (statId, cost) =>
late.Session.CurrentSession?.SendRaiseAttribute(statId, cost),
late.GameRuntime.Advance(
RuntimeAdvancementKind.Attribute,
statId,
cost),
sendRaiseVital: (statId, cost) =>
late.Session.CurrentSession?.SendRaiseVital(statId, cost),
late.GameRuntime.Advance(
RuntimeAdvancementKind.Vital,
statId,
cost),
sendRaiseSkill: (statId, cost) =>
late.Session.CurrentSession?.SendRaiseSkill(statId, cost),
late.GameRuntime.Advance(
RuntimeAdvancementKind.Skill,
statId,
cost),
sendTrainSkill: (statId, credits) =>
late.Session.CurrentSession?.SendTrainSkill(statId, credits));
late.GameRuntime.Advance(
RuntimeAdvancementKind.TrainSkill,
statId,
credits));
checkpoint(InteractionRetainedUiCompositionPoint.CharacterSheetCreated);
MagicRuntime magic = MagicRuntime.Create(
@ -543,16 +557,13 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
guid => d.Selection.Select(guid, SelectionChangeSource.Inventory),
guid => late.Session.TryUseItem(guid, d.Log),
(tab, position, spellId) =>
late.Session.CurrentSession?.SendAddSpellFavorite(
spellId,
position,
tab),
late.GameRuntime.AddFavorite(tab, position, spellId),
(tab, spellId) =>
late.Session.CurrentSession?.SendRemoveSpellFavorite(spellId, tab),
filters => late.Session.CurrentSession?.SendSpellbookFilter(filters),
spellId => late.Session.CurrentSession?.SendRemoveSpell(spellId),
late.GameRuntime.RemoveFavorite(tab, spellId),
filters => late.GameRuntime.SetSpellbookFilter(filters),
spellId => late.GameRuntime.ForgetSpell(spellId),
(componentId, amount) =>
late.Session.CurrentSession?.SendSetDesiredComponentLevel(
late.GameRuntime.SetDesiredComponent(
componentId,
amount),
d.ClientTime),
@ -589,8 +600,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
d.Inventory.ItemMana,
d.CombatModeCommands.Toggle,
itemInteraction,
entry => late.Session.CurrentSession?.SendAddShortcut(entry),
index => late.Session.CurrentSession?.SendRemoveShortcut(index),
entry => late.GameRuntime.AddShortcut(entry),
index => late.GameRuntime.RemoveShortcut(index),
d.Selection,
handler => d.Combat.HealthChanged += handler,
handler => d.Combat.HealthChanged -= handler,