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>
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34 changed files with 2076 additions and 103 deletions
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@ -9,11 +9,186 @@ using AcDream.App.UI.Testing;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Runtime;
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using AcDream.UI.Abstractions;
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using Silk.NET.Windowing;
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namespace AcDream.App.Composition;
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/// <summary>
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/// Early retained-UI projection over Slice J's later current-runtime seam.
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/// Every call captures the view and command owner together and supplies that
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/// exact generation, so a displaced session can never receive the command.
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/// </summary>
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internal sealed class DeferredGameRuntimeStateCommands
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{
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private readonly object _gate = new();
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private IGameRuntimeView? _view;
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private IGameRuntimeCommands? _commands;
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private bool _deactivated;
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public bool IsInWorld
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{
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get
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{
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lock (_gate)
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return !_deactivated
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&& _view?.Lifecycle.State == RuntimeLifecycleState.InWorld;
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}
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}
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public IDisposable Bind(
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IGameRuntimeView view,
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IGameRuntimeCommands commands)
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{
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ArgumentNullException.ThrowIfNull(view);
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ArgumentNullException.ThrowIfNull(commands);
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lock (_gate)
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{
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ObjectDisposedException.ThrowIf(_deactivated, this);
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if (_view is not null || _commands is not null)
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{
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throw new InvalidOperationException(
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"The retained-UI game-runtime command seam is already bound.");
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}
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_view = view;
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_commands = commands;
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}
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return new ExpectedRuntimeBinding(this, view, commands);
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}
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public RuntimeCommandResult AddShortcut(ShortcutEntry entry) =>
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Invoke((commands, generation) => commands.InventoryState.AddShortcut(
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generation,
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new RuntimeShortcutCommand(
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entry.Index,
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entry.ObjectId,
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entry.SpellId)));
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public RuntimeCommandResult RemoveShortcut(uint index)
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{
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if (index > int.MaxValue)
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return CurrentResult(RuntimeCommandStatus.Rejected);
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return Invoke((commands, generation) =>
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commands.InventoryState.RemoveShortcut(
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generation,
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(int)index));
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}
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public RuntimeCommandResult AddFavorite(
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int tab,
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int position,
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uint spellId) =>
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Invoke((commands, generation) => commands.Spellbook.AddFavorite(
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generation,
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tab,
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position,
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spellId));
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public RuntimeCommandResult RemoveFavorite(int tab, uint spellId) =>
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Invoke((commands, generation) => commands.Spellbook.RemoveFavorite(
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generation,
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tab,
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spellId));
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public RuntimeCommandResult SetSpellbookFilter(uint filters) =>
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Invoke((commands, generation) => commands.Spellbook.SetFilter(
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generation,
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filters));
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public RuntimeCommandResult ForgetSpell(uint spellId) =>
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Invoke((commands, generation) => commands.Spellbook.ForgetSpell(
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generation,
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spellId));
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public RuntimeCommandResult SetDesiredComponent(
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uint componentId,
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uint amount) =>
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Invoke((commands, generation) =>
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commands.Spellbook.SetDesiredComponent(
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generation,
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componentId,
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amount));
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public RuntimeCommandResult Advance(
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RuntimeAdvancementKind kind,
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uint statId,
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ulong cost) =>
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Invoke((commands, generation) => commands.Character.Advance(
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generation,
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new RuntimeAdvancementCommand(kind, statId, cost)));
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public void Deactivate()
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{
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lock (_gate)
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{
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_deactivated = true;
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_view = null;
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_commands = null;
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}
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}
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private RuntimeCommandResult Invoke(
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Func<
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IGameRuntimeCommands,
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RuntimeGenerationToken,
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RuntimeCommandResult> invoke)
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{
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IGameRuntimeCommands commands;
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RuntimeGenerationToken generation;
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lock (_gate)
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{
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if (_deactivated || _view is null || _commands is null)
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{
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return new RuntimeCommandResult(
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RuntimeCommandStatus.Inactive,
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_view?.Generation ?? default);
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}
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commands = _commands;
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generation = _view.Generation;
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}
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return invoke(commands, generation);
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}
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private RuntimeCommandResult CurrentResult(RuntimeCommandStatus status)
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{
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lock (_gate)
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{
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return new RuntimeCommandResult(
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status,
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_view?.Generation ?? default);
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}
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}
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private void Release(
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IGameRuntimeView expectedView,
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IGameRuntimeCommands expectedCommands)
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{
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lock (_gate)
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{
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if (!ReferenceEquals(_view, expectedView)
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|| !ReferenceEquals(_commands, expectedCommands))
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{
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return;
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}
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_view = null;
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_commands = null;
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}
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}
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private sealed class ExpectedRuntimeBinding(
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DeferredGameRuntimeStateCommands owner,
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IGameRuntimeView view,
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IGameRuntimeCommands commands)
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: IDisposable
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{
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private DeferredGameRuntimeStateCommands? _owner = owner;
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public void Dispose() =>
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Interlocked.Exchange(ref _owner, null)?.Release(view, commands);
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}
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}
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/// <summary>
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/// Early UI view over the later live-session owner. A binding lease clears only
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/// the exact owner it installed, so rollback cannot withdraw a replacement.
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@ -394,19 +569,6 @@ internal sealed class DeferredInventoryContainerSource
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}
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}
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internal sealed class PlayerCharacterOptionsState
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{
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public PlayerDescriptionParser.CharacterOptions1 Options { get; set; } =
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PlayerDescriptionParser.CharacterOptions1.Default;
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public bool DragItemOnPlayerOpensSecureTrade =>
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(Options
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& PlayerDescriptionParser.CharacterOptions1
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.DragItemOnPlayerOpensSecureTrade) != 0;
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public void Reset() => Options = PlayerDescriptionParser.CharacterOptions1.Default;
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}
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/// <summary>
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/// Probe scripts are mounted in Phase 5; reveal/resource facts become valid in
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/// Phase 7. Calls remain inert and diagnostic until that exact owner binds.
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