fix(items): preserve wand stance and corpse use order
Keep active-combat AutoWield intent through ACE's pre-wield transition and queued trailing peace notice, while allowing explicit combat input to supersede it. Queue one-shot item interactions until the frame's movement edge has been serialized, so a movement release cannot cancel ACE's server-side corpse approach callback. Release build succeeds and all 5,890 runnable tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
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10 changed files with 303 additions and 22 deletions
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@ -516,15 +516,15 @@ optimistic pre-confirm projection instead of treating equipment as backpack
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contents. The connected gate completed NonCombat → Missile → NonCombat →
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Missile, including a Jump press, without a server rejection.
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**2026-07-17 active-switch follow-up:** A connected Magic wand -> missile
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weapon trace exposed ACE's queued `Magic -> Melee -> NonCombat -> Missile ->
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NonCombat` tail. `AutoWieldController` now retains the desired ready mode
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through every confirmed blocker move and, only for a transaction that began
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in active combat, arms settlement on authoritative `WieldObject`. An already-
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correct first mode notice clears it; ACE's observed `NonCombat -> Missile ->
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NonCombat` sequence sends the normal mode request from its trailing notice,
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after the queued callback that caused that notice.
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This keeps the missile bar present while retaining
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**2026-07-17 active-switch follow-up:** Connected primary-weapon replacement
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traces exposed ACE's queued old-stance transition and trailing `NonCombat`.
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`AutoWieldController` now retains the desired ready mode through every
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confirmed blocker move and, only for a transaction that began in active
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combat, arms settlement on authoritative `WieldObject`. It recognizes both a
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pre-wield transition followed by `ready -> NonCombat` and a wholly post-wield
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`NonCombat -> ready -> NonCombat` tail, then sends the normal mode request from
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the trailing notice after the queued callback that caused it. An explicit user
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combat request cancels settlement. This keeps the correct missile or magic bar present while retaining
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ACE ownership of every state and motion; peace-mode switching is unchanged.
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The narrow ACE compatibility difference is registered as AP-118.
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@ -2319,6 +2319,15 @@ request now retires the previous ground-object presentation immediately, as
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retail `SetGroundObject` does. This removes the stale range watcher whose close
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Use canceled ACE's active MoveTo chain before the new corpse could open.
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**2026-07-17 input-order follow-up:** A second connected trace showed the
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remaining far-R failure as `UseDone(0)` with no `ViewContents`. Silk delivered
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R before the object phase had serialized a preceding movement-key release, so
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ACE received `Use` and then `MoveToState`; ACE correctly cancelled the
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Use-created MoveTo callback while acdream's local MoveTo kept walking. The new
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`OutboundInteractionQueue` drains keyboard Use, world double-click, and pickup
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immediately after the same frame's movement output and before inbound dispatch.
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The flow still sends exactly one request and relies on ACE's arrival callback.
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**Acceptance:** replacement sends `NoLongerViewingContents` once; authored close/range sends `Use` once and waits for `0x0052`; owned main/side-pack navigation sends neither; root/nested projections retire without deleting objects; corpse Use never attempts to pick up the corpse; a full-stack loot drop immediately shows a ghosted pending copy at the chosen destination slot and confirmation/failure clears it; canonical transfers remain server-authoritative. Focused Core, Core.Net, and App tests pin each path; visual acceptance remains the normal user gate.
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---
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@ -215,7 +215,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| AP-115 | The DAT-authored portal-space viewport and its animation `SoundTweakedHook` are live, but the separate `ClientUISystem` enter/exit sound enums and centered repeating `"In Portal Space - Please Wait..."` display string are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; teleport event switch in `GameWindow.cs` | acdream has no retained cross-stack centered display-string owner or ClientUISystem sound-table-enum resolver yet; routing the line into chat or inventing direct wave IDs would be less faithful | Portal travel has the correct animated wormhole, timing, direct viewport switch, view-plane transitions, and animation-authored sound, but lacks retail's short UI cue sounds and center notice | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
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| AP-116 | Default `Particle Range = Extended` multiplies DAT-authored particle degradation distances by 2; the `Retail` option restores exact values | `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs`; `src/AcDream.App/Rendering/Vfx/ParticleVisibilityController.cs`; `src/AcDream.Core/Vfx/ParticleSystem.cs` | User explicitly requested doubled range as the normal non-dev-UI behavior; it changes no terrain, scenery, entity, fog, or streaming distance, and remains reversible through settings | The default roughly enlarges the active particle area and reduces the CPU gain from MP2; distant VFX remain visible beyond retail's authored cutoff | `CPhysicsPart::GetMaxDegradeDistance @ 0x0050D510`; `GfxObjDegradeInfo::get_max_degrade_distance @ 0x0051E2D0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
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| AP-117 | Outdoor particle `CLandCell::IsInView` state is reconstructed with the modern landscape renderer's per-cell frustum plus active doorway clip-plane/scissor-AABB tests; retail `LScape::landcell_check` uses `Render::get_clip_height` + `Render::block_check` on terrain-cell corner intervals | `src/AcDream.App/Rendering/TerrainModernRenderer.cs` (`CollectVisibleCells`) | The mandatory modern renderer batches terrain by landblock and has no retail `ViewIntervalType` product. Publishing cell visibility from the exact landscape draw slices preserves ownership/order and removes the former object-survivor dependency without adding a second view pipeline | At a terrain cell grazing a frustum or doorway boundary, the conservative AABB test may freeze or resume particles on a slightly different frame than retail; whole regions outside the active doorway slice are rejected, and authored distance, login/portal fail-closed behavior, and indoor PView cells remain exact | `LScape::landcell_check @ 0x005050A0`; `CLandCell::IsInView @ 0x00532CB0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
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| AP-118 | An AutoWield transaction begun in active combat preserves the ready mode implied by the requested weapon. After authoritative `WieldObject`, an immediately correct mode clears settlement; local ACE's observed `NonCombat -> ready mode -> NonCombat` tail causes one normal `ChangeCombatMode` request from the trailing notice. Retail's client does not need this extra request against the retail server. | `src/AcDream.App/UI/AutoWieldController.cs`; production binding in `GameWindow.cs` | Local ACE queues a trailing NonCombat callback during wand-to-bow replacement and rejects an earlier request while the shuffle is busy; responding to the authoritative notice that completes that exact sequence orders the ordinary request after it without suppressing any server state | A non-ACE server that emits a different intermediate sequence can retain the settlement until a later replacement/logout clears it; peace-mode equips send none | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0`; ACE `Player_Inventory.TryShuffleStance` / `TryDequipObjectWithNetworking` |
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| AP-118 | An AutoWield transaction begun in active combat preserves the ready mode implied by the requested weapon. After authoritative `WieldObject`, a mode that settled without a blocker transition clears immediately; local ACE's observed pre-wield transition plus `ready -> NonCombat`, or post-wield `NonCombat -> ready -> NonCombat`, causes one normal `ChangeCombatMode` request from the trailing notice. Explicit user combat input cancels settlement. Retail's client does not need this extra request against the retail server. | `src/AcDream.App/UI/AutoWieldController.cs`; production binding in `GameWindow.cs` | Local ACE queues a trailing NonCombat callback during primary-weapon replacement and rejects an earlier request while the shuffle is busy; responding to the authoritative notice that completes that exact sequence orders the ordinary request after it without suppressing any server state | A non-ACE server that emits a different intermediate sequence can retain the settlement until a later explicit combat request, replacement, or logout clears it; peace-mode equips send none | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0`; ACE `Player_Inventory.TryShuffleStance` / `TryDequipObjectWithNetworking` |
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## 4. Temporary stopgap (TS) — 33 active rows (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-44 narrowed same day — NPC UP unified onto the interp queue, gate retained for orientation)
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@ -116,11 +116,20 @@ on server-confirmed WieldObject(item):
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retain the ready mode implied by the confirmed equip location
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on combat-mode notices after confirmed WieldObject:
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if the first notice is the retained ready mode:
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if the first notice is the retained ready mode
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and no authoritative transition occurred during blocker removal:
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clear the retained mode; the server already settled correctly
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else if notices form NonCombat -> retained ready mode -> NonCombat:
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else if blocker removal already emitted a non-ready transition
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and notices finish retained ready mode -> NonCombat:
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clear the retained mode
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request that ready mode from ACE's trailing NonCombat notice
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else if post-wield notices form NonCombat -> retained ready mode -> NonCombat:
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clear the retained mode
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request that ready mode from ACE's trailing NonCombat notice
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on explicit user combat-mode request:
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clear retained AutoWield mode intent
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the user's newer request wins
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on PrivateUpdatePropertyInt(property = CombatMode, value):
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if value is exactly NonCombat, Melee, Missile, or Magic:
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@ -145,12 +154,17 @@ not need a second request against the retail server.
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acdream therefore preserves the user's desired ready mode only when AutoWield
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begins in active combat. Authoritative `WieldObject` arms settlement. A server
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whose first subsequent notice is already the desired mode needs no request.
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Local ACE instead emits `NonCombat -> desired mode -> NonCombat`; the client
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that emitted no blocker transition and immediately reports the desired mode
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needs no request. Local ACE can begin its old-weapon transition before
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`WieldObject`, report the desired mode for the new weapon, and then publish a
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queued trailing `NonCombat`; it can also emit the complete
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`NonCombat -> desired mode -> NonCombat` tail after `WieldObject`. The client
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sends one normal `ChangeCombatMode` request from that trailing notice,
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necessarily after the queued callback that caused it. All resulting state and animation remain server-
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authoritative. No update is ignored, delayed, or locally fabricated, and a
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transaction begun in peace sends no mode request. This narrow server-
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transaction begun in peace sends no mode request. An explicit user combat-mode
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request cancels retained settlement so the compatibility owner cannot fight a
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deliberate switch to Peace. This narrow server-
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compatibility adaptation is recorded as AP-118.
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The request is not complete when `GetAndWieldItem` is merely sent. Retail
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@ -30,6 +30,7 @@ Named Sept-2013 retail symbols:
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- `ACCWeenieObject::UIAttemptSplitToContainer @ 0x0058D7D0`
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- `ItemHolder::AttemptToPlaceInContainer @ 0x00588140`
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- `ItemHolder::UseObject @ 0x00588A80`
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- `CommandInterpreter::SendMovementEvent @ 0x006B4680`
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The exact client dispatch for server event `CloseGroundContainer (0x0052)` is
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at `0x0055B187` in `acclient_2013_pseudo_c.txt`.
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@ -40,6 +41,10 @@ Cross-references:
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`GameActionNoLongerViewingContents`, `Container.SendInventory`, and
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`Container.FinishClose` confirm the authoritative packet order and that ACE
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can send `ViewContents` for the root followed by its nested containers.
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- ACE `GameActionMoveToState.Handle` confirms that a movement state received
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after `Use` cancels the Use-created `CreateMoveToChain`. A cancelled chain
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still reaches `TryUseItem(success:false)` and produces successful `UseDone`
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without calling `Container.Open`, explaining the approach-with-no-loot trace.
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- holtburger protocol `inventory/events.rs` and `inventory/actions.rs` confirm
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the exact wire shapes. Its world inventory handler independently models open
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container contents as temporary preview retention and retires that preview on
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@ -71,6 +76,13 @@ thumb, and arrow sprites from LayoutDesc `0x2100003E`.
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## Pseudocode
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```text
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OnInputFrame():
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sample movement-key levels
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serialize any movement press/release edge as MoveToState
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drain later one-shot Use/PickUp inputs in original FIFO order
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// A preceding movement release must reach ACE before Use. Sending it
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// afterward cancels ACE's server-side approach callback.
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UseWorldObject(objectId):
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decision = ItemHolder policy
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send Use(objectId)
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@ -210,6 +222,11 @@ DragOwnedItemToExternalContainer(itemId, placement, splitAmount):
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- `ItemInteractionController` remains the only interpreter of retail item-use
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and placement policy. It gains explicit adapters for `SetGroundObject` and
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`PlaceInContainer`; panels do not reimplement those decisions.
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- `OutboundInteractionQueue` owns the input-frame ordering seam. Keyboard Use,
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world double-click, and keyboard pickup are captured by the Silk callback,
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then drained immediately after `LocalPlayerOutboundController` serializes
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that frame's movement edge and before inbound network dispatch. It sends one
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request; it is not an arrival retry.
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- `GameWindow` only creates the lifecycle/UI bindings and supplies network
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delegates. No external-container feature body lives there.
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41
src/AcDream.App/Input/OutboundInteractionQueue.cs
Normal file
41
src/AcDream.App/Input/OutboundInteractionQueue.cs
Normal file
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@ -0,0 +1,41 @@
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namespace AcDream.App.Input;
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/// <summary>
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/// Orders input-originated item interactions after the local player's movement
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/// edge has been serialized for the same frame, but before inbound network
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/// dispatch.
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/// </summary>
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/// <remarks>
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/// Silk input callbacks arrive before the retail object phase. A movement-key
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/// release and a later Use press can therefore be observed in one frame even
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/// though the movement controller has not yet emitted the release packet.
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/// Draining here preserves that event order on the wire: the release is sent
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/// first, then the one-shot interaction. ACE otherwise interprets the later
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/// MoveToState as cancellation of the Use-created MoveTo chain.
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/// </remarks>
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public sealed class OutboundInteractionQueue
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{
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private readonly Queue<Action> _pending = new();
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public int Count => _pending.Count;
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public void Enqueue(Action action)
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{
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ArgumentNullException.ThrowIfNull(action);
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_pending.Enqueue(action);
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}
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/// <summary>
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/// Drain only the actions present at the frame boundary. An action that
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/// enqueues another action leaves it for the next frame instead of making
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/// the current dispatch recursively unbounded.
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/// </summary>
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public void Drain()
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{
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int count = _pending.Count;
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while (count-- > 0)
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_pending.Dequeue().Invoke();
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}
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public void Clear() => _pending.Clear();
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}
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@ -165,6 +165,7 @@ public sealed class GameWindow : IDisposable
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private readonly AcDream.App.Physics.RemotePhysicsUpdater _remotePhysicsUpdater;
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private readonly AcDream.App.Input.LocalPlayerProjectionController _localPlayerProjection;
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private readonly AcDream.App.Input.LocalPlayerOutboundController _localPlayerOutbound;
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private readonly AcDream.App.Input.OutboundInteractionQueue _outboundInteractions = new();
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private readonly AcDream.App.Input.RetailLocalPlayerFrameController _localPlayerFrame;
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private readonly AcDream.App.World.RetailLiveFrameCoordinator _liveFrameCoordinator;
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private AcDream.App.Physics.RemoteTeleportController? _remoteTeleportController;
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@ -2917,6 +2918,7 @@ public sealed class GameWindow : IDisposable
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_magicRuntime?.Reset();
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_itemInteractionController?.ClearBusy();
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_selection.Reset();
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_outboundInteractions.Clear();
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_pendingPostArrivalAction = null;
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_particleVisibility.Reset();
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try
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@ -10775,6 +10777,12 @@ public sealed class GameWindow : IDisposable
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// remote objects. Its outbound movement snapshot is completed here,
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// before SmartBox dispatch can apply F751/ForcePosition.
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_localPlayerFrame.AdvanceBeforeNetwork(dt);
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// Retail input ordering: movement edges reach MoveToState before a
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// later Use/PickUp action from the same input frame. ACE cancels an
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// active server MoveTo chain when it receives MoveToState, so sending
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// Use directly from Silk's key callback inverted that order and left
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// the client walking to a corpse whose server callback was cancelled.
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_outboundInteractions.Drain();
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_scriptRunner?.PublishTime(_physicsScriptGameTime);
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if (_liveEntities is { } liveEntities)
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{
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@ -12966,7 +12974,7 @@ public sealed class GameWindow : IDisposable
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case AcDream.UI.Abstractions.Input.InputAction.SelectionPickUp:
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if (_selection.SelectedObjectId is uint pickupTarget)
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SendPickUp(pickupTarget);
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_outboundInteractions.Enqueue(() => SendPickUp(pickupTarget));
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else
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_debugVm?.AddToast("Nothing selected");
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break;
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@ -13004,6 +13012,7 @@ public sealed class GameWindow : IDisposable
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var nextMode = AcDream.Core.Combat.CombatInputPlanner.ToggleMode(
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Combat.CurrentMode,
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defaultMode);
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_itemInteractionController?.NotifyExplicitCombatModeRequest();
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_liveSession.SendChangeCombatMode(nextMode);
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Combat.SetCombatMode(nextMode);
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string text = $"Combat mode {nextMode}";
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@ -13237,7 +13246,15 @@ public sealed class GameWindow : IDisposable
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Console.WriteLine(System.FormattableString.Invariant(
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$"[B.7] pick-info guid=0x{guid:X8} itemType=0x{rawItemType:X8} pwd=0x{pwdBits:X8} use={useStr} useRadius={radStr} scale={pickScale:F2} setup={setupStr} color=({col.R},{col.G},{col.B})"));
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_debugVm?.AddToast($"Selected: {label}");
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if (useImmediately) SendUse(guid);
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if (useImmediately)
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{
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// Route world double-click through the same retail
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// ItemHolder policy as keyboard Use. This both establishes
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// ClientUISystem::groundObject for containers and preserves
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// movement-release-before-Use wire ordering.
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_outboundInteractions.Enqueue(() =>
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_itemInteractionController?.ActivateItem(guid));
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}
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}
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else
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{
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@ -13259,7 +13276,9 @@ public sealed class GameWindow : IDisposable
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// the same policy owner used by the toolbar. Keeping a second classifier here
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// made BF_CORPSE containers look pickupable and sent PutItemInContainer,
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// which ACE correctly rejected as Stuck (0x0029).
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_itemInteractionController?.UseSelectedOrEnterMode(sel);
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uint selected = sel;
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_outboundInteractions.Enqueue(() =>
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_itemInteractionController?.UseSelectedOrEnterMode(selected));
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}
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private void SendUse(uint guid)
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@ -69,6 +69,7 @@ internal sealed class AutoWieldController : IDisposable
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private PendingSwitch? _pendingSwitch;
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private PendingCombatSettlement? _pendingCombatSettlement;
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private bool _combatTransitionObservedDuringSwitch;
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private bool _disposed;
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public bool IsBusy => _pendingSwitch is not null;
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@ -109,6 +110,7 @@ internal sealed class AutoWieldController : IDisposable
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public bool TryWield(ClientObject item)
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{
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_pendingCombatSettlement = null;
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_combatTransitionObservedDuringSwitch = false;
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return TryWield(item, EquipMask.None, combatModeAfterWield: null);
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}
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@ -121,6 +123,7 @@ internal sealed class AutoWieldController : IDisposable
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public bool TryWield(ClientObject item, EquipMask requestedMask)
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{
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_pendingCombatSettlement = null;
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_combatTransitionObservedDuringSwitch = false;
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return TryWield(item, requestedMask, combatModeAfterWield: null);
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}
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@ -309,18 +312,32 @@ internal sealed class AutoWieldController : IDisposable
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_pendingCombatSettlement = new(
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itemId,
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readyMode,
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CombatSettlementPhase.AwaitingPostWieldMode);
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CombatSettlementPhase.AwaitingPostWieldMode,
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_combatTransitionObservedDuringSwitch);
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}
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_combatTransitionObservedDuringSwitch = false;
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}
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}
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private void OnCombatModeChanged(CombatMode mode)
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{
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if (_pendingSwitch is { CombatModeAfterWield: { } switchReadyMode }
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&& mode != switchReadyMode)
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{
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// ACE's blocker/dequip callbacks can begin their old-stance ->
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// Peace shuffle before WieldObject for the replacement arrives.
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// Remembering that authoritative transition lets the settlement
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// owner distinguish a later ready-mode notice followed by ACE's
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// queued trailing Peace from a server that settled directly.
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_combatTransitionObservedDuringSwitch = true;
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}
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if (_pendingCombatSettlement is not { } settlement)
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return;
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||||
if (mode == settlement.ReadyMode)
|
||||
{
|
||||
if (settlement.Phase == CombatSettlementPhase.SawTransitionalPeace)
|
||||
if (settlement.Phase == CombatSettlementPhase.SawTransitionalPeace
|
||||
|| settlement.ExpectTrailingPeace)
|
||||
{
|
||||
// ACE selected the correct weapon stance, but its queued
|
||||
// dequip callback still has one trailing Peace notice.
|
||||
|
|
@ -365,7 +382,10 @@ internal sealed class AutoWieldController : IDisposable
|
|||
if (_pendingSwitch is { } pending
|
||||
&& (failure.ItemId == pending.BlockingItemId
|
||||
|| failure.ItemId == pending.RequestedItemId))
|
||||
{
|
||||
_pendingSwitch = null;
|
||||
_combatTransitionObservedDuringSwitch = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnObjectRemoved(ClientObject item)
|
||||
|
|
@ -373,7 +393,10 @@ internal sealed class AutoWieldController : IDisposable
|
|||
if (_pendingSwitch is { } pending
|
||||
&& (item.ObjectId == pending.BlockingItemId
|
||||
|| item.ObjectId == pending.RequestedItemId))
|
||||
{
|
||||
_pendingSwitch = null;
|
||||
_combatTransitionObservedDuringSwitch = false;
|
||||
}
|
||||
if (_pendingCombatSettlement is { } settlement
|
||||
&& item.ObjectId == settlement.ItemId)
|
||||
_pendingCombatSettlement = null;
|
||||
|
|
@ -383,6 +406,20 @@ internal sealed class AutoWieldController : IDisposable
|
|||
{
|
||||
_pendingSwitch = null;
|
||||
_pendingCombatSettlement = null;
|
||||
_combatTransitionObservedDuringSwitch = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A user combat-mode command supersedes any ready-mode intent retained by
|
||||
/// an in-flight AutoWield transaction. This prevents the ACE compatibility
|
||||
/// settlement from fighting a deliberate request for Peace.
|
||||
/// </summary>
|
||||
public void NotifyExplicitCombatModeRequest()
|
||||
{
|
||||
_pendingCombatSettlement = null;
|
||||
_combatTransitionObservedDuringSwitch = false;
|
||||
if (_pendingSwitch is { } pending)
|
||||
_pendingSwitch = pending with { CombatModeAfterWield = null };
|
||||
}
|
||||
|
||||
private EquipMask BestAvailableEquipMask(ClientObject item)
|
||||
|
|
@ -496,6 +533,7 @@ internal sealed class AutoWieldController : IDisposable
|
|||
_disposed = true;
|
||||
_pendingSwitch = null;
|
||||
_pendingCombatSettlement = null;
|
||||
_combatTransitionObservedDuringSwitch = false;
|
||||
_objects.ObjectMoved -= OnObjectMoved;
|
||||
_objects.ObjectRemoved -= OnObjectRemoved;
|
||||
_objects.MoveRequestFailed -= OnMoveRequestFailed;
|
||||
|
|
@ -514,7 +552,8 @@ internal sealed class AutoWieldController : IDisposable
|
|||
private readonly record struct PendingCombatSettlement(
|
||||
uint ItemId,
|
||||
CombatMode ReadyMode,
|
||||
CombatSettlementPhase Phase);
|
||||
CombatSettlementPhase Phase,
|
||||
bool ExpectTrailingPeace);
|
||||
|
||||
private enum CombatSettlementPhase
|
||||
{
|
||||
|
|
|
|||
|
|
@ -317,6 +317,10 @@ public sealed class ItemInteractionController : IDisposable
|
|||
return _autoWield.TryWield(item, targetMask);
|
||||
}
|
||||
|
||||
/// <summary>User combat-mode input supersedes AutoWield's retained mode.</summary>
|
||||
public void NotifyExplicitCombatModeRequest()
|
||||
=> _autoWield.NotifyExplicitCombatModeRequest();
|
||||
|
||||
public bool AcquireTarget(uint targetGuid)
|
||||
{
|
||||
if (!IsTargetModeActive || targetGuid == 0) return false;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,56 @@
|
|||
using AcDream.App.Input;
|
||||
|
||||
namespace AcDream.App.Tests.Input;
|
||||
|
||||
public sealed class OutboundInteractionQueueTests
|
||||
{
|
||||
[Fact]
|
||||
public void Drain_PreservesInputOrder()
|
||||
{
|
||||
var queue = new OutboundInteractionQueue();
|
||||
var actual = new List<string>();
|
||||
|
||||
queue.Enqueue(() => actual.Add("use-corpse"));
|
||||
queue.Enqueue(() => actual.Add("pickup-item"));
|
||||
|
||||
queue.Drain();
|
||||
|
||||
Assert.Equal(new[] { "use-corpse", "pickup-item" }, actual);
|
||||
Assert.Equal(0, queue.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Drain_ReentrantEnqueueWaitsForNextFrame()
|
||||
{
|
||||
var queue = new OutboundInteractionQueue();
|
||||
var actual = new List<string>();
|
||||
queue.Enqueue(() =>
|
||||
{
|
||||
actual.Add("first");
|
||||
queue.Enqueue(() => actual.Add("next-frame"));
|
||||
});
|
||||
|
||||
queue.Drain();
|
||||
|
||||
Assert.Equal(new[] { "first" }, actual);
|
||||
Assert.Equal(1, queue.Count);
|
||||
|
||||
queue.Drain();
|
||||
|
||||
Assert.Equal(new[] { "first", "next-frame" }, actual);
|
||||
Assert.Equal(0, queue.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Clear_DropsPendingSessionActions()
|
||||
{
|
||||
var queue = new OutboundInteractionQueue();
|
||||
bool invoked = false;
|
||||
queue.Enqueue(() => invoked = true);
|
||||
|
||||
queue.Clear();
|
||||
queue.Drain();
|
||||
|
||||
Assert.False(invoked);
|
||||
}
|
||||
}
|
||||
|
|
@ -655,6 +655,89 @@ public sealed class ItemInteractionControllerTests
|
|||
Assert.Empty(h.CombatModeRequests);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BowToWand_inActiveCombat_reassertsMagicAfterAceTrailingPeace()
|
||||
{
|
||||
var h = new Harness();
|
||||
h.Combat.SetCombatMode(CombatMode.Missile);
|
||||
const uint bow = 0x50000B93u;
|
||||
const uint wand = 0x50000B94u;
|
||||
h.Objects.AddOrUpdate(new ClientObject
|
||||
{
|
||||
ObjectId = bow,
|
||||
Name = "Shortbow",
|
||||
Type = ItemType.MissileWeapon,
|
||||
CombatUse = 2,
|
||||
ValidLocations = EquipMask.MissileWeapon,
|
||||
});
|
||||
h.Objects.MoveItem(bow, Player, -1, EquipMask.MissileWeapon);
|
||||
h.AddContained(wand, item =>
|
||||
{
|
||||
item.Name = "Training Wand";
|
||||
item.Type = ItemType.Caster;
|
||||
item.CombatUse = 2;
|
||||
item.ValidLocations = EquipMask.Held;
|
||||
});
|
||||
|
||||
Assert.True(h.Controller.ActivateItem(wand));
|
||||
Assert.Equal(new[] { (bow, Player, 0) }, h.Puts);
|
||||
|
||||
// ACE begins the old weapon's stance shuffle before confirming the
|
||||
// replacement wield.
|
||||
h.Combat.SetCombatMode(CombatMode.Melee);
|
||||
h.Combat.SetCombatMode(CombatMode.NonCombat);
|
||||
h.Objects.MoveItem(bow, Player, 0, EquipMask.None);
|
||||
Assert.Equal(new[] { (wand, (uint)EquipMask.Held) }, h.Wields);
|
||||
|
||||
Assert.True(h.Objects.ApplyConfirmedServerWield(
|
||||
wand,
|
||||
Player,
|
||||
EquipMask.Held));
|
||||
h.Combat.SetCombatMode(CombatMode.Magic);
|
||||
Assert.Empty(h.CombatModeRequests);
|
||||
|
||||
// The queued dequip callback publishes one final Peace after ACE has
|
||||
// already selected Magic. Reassert only at that ordered boundary.
|
||||
h.Combat.SetCombatMode(CombatMode.NonCombat);
|
||||
|
||||
Assert.Equal(new[] { CombatMode.Magic }, h.CombatModeRequests);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ExplicitCombatRequest_cancelsPendingAutoWieldSettlement()
|
||||
{
|
||||
var h = new Harness();
|
||||
h.Combat.SetCombatMode(CombatMode.Missile);
|
||||
const uint bow = 0x50000B95u;
|
||||
const uint wand = 0x50000B96u;
|
||||
h.Objects.AddOrUpdate(new ClientObject
|
||||
{
|
||||
ObjectId = bow,
|
||||
Type = ItemType.MissileWeapon,
|
||||
ValidLocations = EquipMask.MissileWeapon,
|
||||
});
|
||||
h.Objects.MoveItem(bow, Player, -1, EquipMask.MissileWeapon);
|
||||
h.AddContained(wand, item =>
|
||||
{
|
||||
item.Type = ItemType.Caster;
|
||||
item.ValidLocations = EquipMask.Held;
|
||||
});
|
||||
|
||||
Assert.True(h.Controller.ActivateItem(wand));
|
||||
h.Combat.SetCombatMode(CombatMode.NonCombat);
|
||||
h.Objects.MoveItem(bow, Player, 0, EquipMask.None);
|
||||
Assert.True(h.Objects.ApplyConfirmedServerWield(
|
||||
wand,
|
||||
Player,
|
||||
EquipMask.Held));
|
||||
h.Combat.SetCombatMode(CombatMode.Magic);
|
||||
|
||||
h.Controller.NotifyExplicitCombatModeRequest();
|
||||
h.Combat.SetCombatMode(CombatMode.NonCombat);
|
||||
|
||||
Assert.Empty(h.CombatModeRequests);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ActiveWeaponReplacement_serverSettlesDirectly_doesNotReassertLaterPeace()
|
||||
{
|
||||
|
|
@ -678,7 +761,6 @@ public sealed class ItemInteractionControllerTests
|
|||
});
|
||||
|
||||
Assert.True(h.Controller.ActivateItem(bow));
|
||||
h.Combat.SetCombatMode(CombatMode.Melee);
|
||||
h.Objects.MoveItem(wand, Player, 0, EquipMask.None);
|
||||
Assert.True(h.Objects.ApplyConfirmedServerWield(
|
||||
bow, Player, EquipMask.MissileWeapon));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue