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

@ -1,4 +1,5 @@
using AcDream.Core.Player;
using AcDream.Core.Net.Messages;
using AcDream.Core.Spells;
namespace AcDream.Runtime.Gameplay;
@ -11,15 +12,27 @@ namespace AcDream.Runtime.Gameplay;
public sealed class RuntimeCharacterState : IDisposable
{
private bool _disposed;
private long _characterRevision;
private long _spellbookRevision;
public RuntimeCharacterState(SpellTable? spellTable = null)
{
Spellbook = new Spellbook(spellTable);
LocalPlayer = new LocalPlayerState(Spellbook);
Options = new RuntimeCharacterOptionsState();
MovementSkills = new RuntimeMovementSkillState();
View = new CharacterView(this);
Spellbook.StateChanged += OnSpellbookChanged;
LocalPlayer.Changed += OnVitalChanged;
LocalPlayer.AttributeChanged += OnAttributeChanged;
LocalPlayer.CharacterChanged += OnCharacterChanged;
}
public Spellbook Spellbook { get; }
public LocalPlayerState LocalPlayer { get; }
public RuntimeCharacterOptionsState Options { get; }
public RuntimeMovementSkillState MovementSkills { get; }
public IRuntimeCharacterView View { get; }
public bool IsDisposed => _disposed;
/// <summary>
@ -55,6 +68,8 @@ public sealed class RuntimeCharacterState : IDisposable
List<Exception>? failures = null;
Try(Spellbook.Clear, ref failures);
Try(LocalPlayer.Clear, ref failures);
Try(Options.ResetSession, ref failures);
Try(MovementSkills.ResetSession, ref failures);
if (failures is not null)
{
throw new AggregateException(
@ -68,9 +83,25 @@ public sealed class RuntimeCharacterState : IDisposable
if (_disposed)
return;
ResetSession();
Spellbook.StateChanged -= OnSpellbookChanged;
LocalPlayer.Changed -= OnVitalChanged;
LocalPlayer.AttributeChanged -= OnAttributeChanged;
LocalPlayer.CharacterChanged -= OnCharacterChanged;
_disposed = true;
}
private void OnSpellbookChanged() =>
Interlocked.Increment(ref _spellbookRevision);
private void OnVitalChanged(LocalPlayerState.VitalKind _) =>
Interlocked.Increment(ref _characterRevision);
private void OnAttributeChanged(LocalPlayerState.AttributeKind _) =>
Interlocked.Increment(ref _characterRevision);
private void OnCharacterChanged() =>
Interlocked.Increment(ref _characterRevision);
private static void Try(Action action, ref List<Exception>? failures)
{
try
@ -82,4 +113,212 @@ public sealed class RuntimeCharacterState : IDisposable
(failures ??= []).Add(error);
}
}
private sealed class CharacterView(RuntimeCharacterState owner)
: IRuntimeCharacterView
{
public RuntimeCharacterSnapshot Snapshot => new(
Interlocked.Read(ref owner._characterRevision),
Interlocked.Read(ref owner._spellbookRevision),
owner.Options.Snapshot,
owner.MovementSkills.Snapshot,
owner.Spellbook.LearnedSpells.Count,
owner.Spellbook.ActiveEnchantments.Count(),
owner.Spellbook.DesiredComponents.Count,
owner.LocalPlayer.Skills.Count,
owner.Spellbook.SpellbookFilters);
public bool TryGetVital(int kind, out RuntimeVitalSnapshot vital)
{
if (!Enum.IsDefined((LocalPlayerState.VitalKind)kind)
|| owner.LocalPlayer.Get((LocalPlayerState.VitalKind)kind)
is not LocalPlayerState.VitalSnapshot current)
{
vital = default;
return false;
}
vital = new RuntimeVitalSnapshot(
kind,
current.Ranks,
current.Start,
current.Xp,
current.Current,
owner.LocalPlayer.GetMaxApprox(
(LocalPlayerState.VitalKind)kind) ?? 0u);
return true;
}
public bool TryGetAttribute(
int kind,
out RuntimeAttributeSnapshot attribute)
{
if (!Enum.IsDefined((LocalPlayerState.AttributeKind)kind)
|| owner.LocalPlayer.GetAttribute(
(LocalPlayerState.AttributeKind)kind)
is not LocalPlayerState.AttributeSnapshot current)
{
attribute = default;
return false;
}
attribute = new RuntimeAttributeSnapshot(
kind,
current.Ranks,
current.Start,
current.Xp,
current.Current);
return true;
}
public bool TryGetSkill(uint skillId, out RuntimeSkillSnapshot skill)
{
if (owner.LocalPlayer.GetSkill(skillId)
is not LocalPlayerState.SkillSnapshot current)
{
skill = default;
return false;
}
skill = new RuntimeSkillSnapshot(
current.SkillId,
current.Ranks,
current.Status,
current.Xp,
current.Init,
current.Resistance,
current.LastUsed,
current.FormulaBonus,
current.CurrentLevel);
return true;
}
public bool KnowsSpell(uint spellId) =>
owner.Spellbook.Knows(spellId);
public bool TryGetFavorite(
int tabIndex,
int position,
out uint spellId)
{
IReadOnlyList<uint> favorites =
owner.Spellbook.GetFavorites(tabIndex);
if ((uint)position >= (uint)favorites.Count)
{
spellId = 0u;
return false;
}
spellId = favorites[position];
return true;
}
public bool TryGetDesiredComponent(
uint componentId,
out uint amount) =>
owner.Spellbook.DesiredComponents.TryGetValue(
componentId,
out amount);
}
}
public readonly record struct RuntimeCharacterOptionsSnapshot(
uint Options1,
uint Options2,
long Revision)
{
public bool DragItemOnPlayerOpensSecureTrade =>
(Options1
& (uint)PlayerDescriptionParser.CharacterOptions1
.DragItemOnPlayerOpensSecureTrade) != 0u;
}
/// <summary>
/// Canonical session-owned copy of retail's two character-option bitfields.
/// <c>PlayerModule::PlayerModule @ 0x005D51F0</c> installs the defaults.
/// Runtime reset restores the equivalent fresh-player-module state because
/// one Runtime owner survives across graphical and no-window sessions.
/// </summary>
public sealed class RuntimeCharacterOptionsState
{
public const uint DefaultOptions1 =
(uint)PlayerDescriptionParser.CharacterOptions1.Default;
public const uint DefaultOptions2 = 0x00948700u;
private uint _options1 = DefaultOptions1;
private uint _options2 = DefaultOptions2;
private long _revision;
public uint Options1 => Volatile.Read(ref _options1);
public uint Options2 => Volatile.Read(ref _options2);
public long Revision => Interlocked.Read(ref _revision);
public RuntimeCharacterOptionsSnapshot Snapshot =>
new(_options1, _options2, Revision);
public bool DragItemOnPlayerOpensSecureTrade =>
Snapshot.DragItemOnPlayerOpensSecureTrade;
public void Replace(uint options1, uint options2)
{
Volatile.Write(ref _options1, options1);
Volatile.Write(ref _options2, options2);
Interlocked.Increment(ref _revision);
}
public void ResetSession()
{
Volatile.Write(ref _options1, DefaultOptions1);
Volatile.Write(ref _options2, DefaultOptions2);
Interlocked.Increment(ref _revision);
}
}
public readonly record struct RuntimeMovementSkillSnapshot(
int RunSkill,
int JumpSkill,
long Revision)
{
public bool IsComplete => RunSkill >= 0 && JumpSkill >= 0;
}
/// <summary>
/// Server-authoritative run/jump values retained independently of any
/// graphical movement controller. App applies this borrowed state whenever
/// its presentation/physics controller exists or is rebuilt.
/// </summary>
public sealed class RuntimeMovementSkillState
{
private int _runSkill = -1;
private int _jumpSkill = -1;
private long _revision;
public int RunSkill => Volatile.Read(ref _runSkill);
public int JumpSkill => Volatile.Read(ref _jumpSkill);
public bool IsComplete => _runSkill >= 0 && _jumpSkill >= 0;
public long Revision => Interlocked.Read(ref _revision);
public RuntimeMovementSkillSnapshot Snapshot =>
new(_runSkill, _jumpSkill, Revision);
public void Update(int runSkill, int jumpSkill)
{
bool changed = false;
if (runSkill >= 0 && RunSkill != runSkill)
{
Volatile.Write(ref _runSkill, runSkill);
changed = true;
}
if (jumpSkill >= 0 && JumpSkill != jumpSkill)
{
Volatile.Write(ref _jumpSkill, jumpSkill);
changed = true;
}
if (changed)
Interlocked.Increment(ref _revision);
}
public void ResetSession()
{
Volatile.Write(ref _runSkill, -1);
Volatile.Write(ref _jumpSkill, -1);
Interlocked.Increment(ref _revision);
}
}