refactor(update): cut over the frame orchestrator

Reduce GameWindow.OnUpdate to one typed orchestration call and remove transitive window callbacks from teardown, liveness, teleport placement, live presentation, auto-entry, and entity packet routing. Preserve the frozen retail object/network order while making the production owner graph explicit and testable.
This commit is contained in:
Erik 2026-07-22 03:31:38 +02:00
parent 947c61d2d7
commit e91f310279
18 changed files with 864 additions and 348 deletions

View file

@ -1,3 +1,5 @@
using System.Numerics;
namespace AcDream.App.World;
/// <summary>
@ -40,6 +42,23 @@ internal sealed class LiveWorldOriginState
CenterY = centerY;
}
public (int X, int Y) GetCenter() => (CenterX, CenterY);
/// <summary>
/// Converts the streamed render frame back into retail's landblock-local
/// physics frame at the one placement seed boundary.
/// </summary>
public Vector3 CellLocalForSeed(Vector3 worldPosition, uint cellId)
{
int landblockX = (int)((cellId >> 24) & 0xFFu);
int landblockY = (int)((cellId >> 16) & 0xFFu);
var origin = new Vector3(
(landblockX - CenterX) * 192f,
(landblockY - CenterY) * 192f,
0f);
return worldPosition - origin;
}
/// <summary>
/// Ends the accepted-origin lifetime while retaining the last coordinates
/// as the next placeholder. Consumers must gate them on