refactor(app): extract typed RuntimeOptions for startup env vars (Step 1)

Lifts 13 startup-time environment variables out of GameWindow.cs into a
single typed AcDream.App.RuntimeOptions record read once in Program.cs.
Behavior-preservation only — no live behavior change, no visual change.
Verified end-to-end against ACE on 127.0.0.1:9000: full M1 demo loop
(walk Holtburg, click door, click NPC, portal entry) plus DEVTOOLS
ImGui panels load cleanly.

Why: GameWindow.cs is 10,304 LOC and scattered Environment.GetEnvironmentVariable
calls were one of the structural smells called out in the new
"Code Structure Rules" doc. Typed options is the safest cut to make
first because the substitution is mechanical and parsing semantics
get pinned by unit tests.

What lands:
  - CLAUDE.md: removed stale R1→R8 execution-phases line, replaced with
    pointers to the milestones doc + strategic roadmap (the actual
    source of truth). Tightened the "check ALL FOUR references"
    section to describe WB as the production rendering base, not
    just a reference. New "Code Structure Rules" section (6 rules)
    captures the discipline we're committing to.
  - docs/architecture/acdream-architecture.md: removed dangling link
    to the deleted memory/project_ui_architecture.md.
  - docs/architecture/code-structure.md (NEW, 376 LOC): rationale for
    the 6 rules + 6-step extraction sequence
    (RuntimeOptions → LiveSessionController → LiveEntityRuntime →
    SelectionInteractionController → RenderFrameOrchestrator →
    GameEntity aggregation). This PR is Step 1.
  - src/AcDream.App/RuntimeOptions.cs (NEW, 100 LOC): typed record
    with FromEnvironment(string) factory and Parse(datDir, env)
    overload for testability. Covers ACDREAM_LIVE, _TEST_HOST/PORT/
    USER/PASS, _DEVTOOLS, _DUMP_MOVE_TRUTH, _NO_AUDIO,
    _ENABLE_SKY_PES, _HIDE_PART, _RETAIL_CLOSE_DEGRADES,
    _DUMP_SCENERY_Z, _STREAM_RADIUS.
  - src/AcDream.App/Program.cs: builds RuntimeOptions once, passes
    to GameWindow.
  - src/AcDream.App/Rendering/GameWindow.cs: ctor takes RuntimeOptions;
    7 startup-cached env-var fields become expression-bodied
    properties or direct _options.X reads; TryStartLiveSession,
    audio init, legacy stream-radius branch all route through
    _options.
  - tests/AcDream.App.Tests/ (NEW project, 10 unit tests + csproj):
    pins parser semantics — default-off bools, the literal "0"
    gate for RETAIL_CLOSE_DEGRADES, the >=0 guard for
    STREAM_RADIUS, null-vs-empty for user/pass, exact-"1" check
    for diagnostic flags. Registered in AcDream.slnx.

Out of scope (per code-structure.md §4):
  - Per-call-site ACDREAM_DUMP_* / _REMOTE_VEL_DIAG diagnostic reads
    sprinkled through GameWindow (~40 sites). Rule 5 in CLAUDE.md
    commits us to migrating these opportunistically as larger
    extractions land, not in a bulk pass.
  - AcDream.Core's project-reference to Chorizite.OpenGLSDLBackend.
    Only the stateless .Lib namespace is used; tightening the project
    reference is documented as future work in code-structure.md §2.

Build: green.
Tests: AcDream.App.Tests 10/10 ✓, Core.Net.Tests 294/294 ✓,
       UI.Abstractions.Tests 419/419 ✓,
       AcDream.Core.Tests 1073/1081 (8 pre-existing failures verified
       against pre-refactor baseline by stash-and-rerun).

Visual verification: full M1 demo loop against ACE +Acdream login
including DEVTOOLS panel host load.

Next: Step 2 — extract LiveSessionController per code-structure.md §4.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-17 09:16:55 +02:00
parent 2950cd5740
commit eda936dc4d
9 changed files with 863 additions and 63 deletions

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@ -13,6 +13,7 @@
<Project Path="tools/RetailTimeProbe/RetailTimeProbe.csproj" />
</Folder>
<Folder Name="/tests/">
<Project Path="tests/AcDream.App.Tests/AcDream.App.Tests.csproj" />
<Project Path="tests/AcDream.Core.Tests.Fixtures.HelloPlugin/AcDream.Core.Tests.Fixtures.HelloPlugin.csproj" />
<Project Path="tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj" />
<Project Path="tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj" />

126
CLAUDE.md
View file

@ -126,12 +126,18 @@ ourselves".
both radii and MSAA/anisotropic/A2C/completions-per-frame as a unit.
Spec: `docs/superpowers/specs/2026-05-09-phase-a5-two-tier-streaming-design.md`.
**Execution phases:** R1→R8 in the architecture doc. Each phase has clear
goals, test criteria, and builds on the previous. Don't skip phases.
**Execution model:** the active source of truth is the **milestones doc**
(`docs/plans/2026-05-12-milestones.md`) for "what are we building right
now" and the **strategic roadmap** (`docs/plans/2026-04-11-roadmap.md`)
for the per-phase ledger of what's shipped, what's in flight, and what
comes next. **Ignore the old "R1→R8" sequence** — it was an early refactor
sketch that no longer matches reality (see the "Roadmap Model" section in
`docs/architecture/acdream-architecture.md`). Per-phase detailed specs
live under `docs/superpowers/specs/`.
The codebase is organized by layer (see architecture doc). Current phase
state lives in memory (`memory/project_*.md`), plans in `docs/plans/`,
research in `docs/research/`.
The codebase is organized by layer (see architecture doc + the **Code
Structure Rules** section below). Plans live in `docs/plans/`,
research in `docs/research/`, persistent project memory in `memory/`.
**UI strategy:** three-layer split — swappable backend (ImGui.NET +
`Silk.NET.OpenGL.Extensions.ImGui` for Phase D.2a, custom retail-look
@ -164,12 +170,74 @@ click-to-rebind. As of Phase K (2026-04-26), ALL keyboard / mouse
input flows through the dispatcher — no IsKeyPressed polling outside
the per-frame movement queries.
## Code Structure Rules
These are the structural rules the project commits to. They are
**process rules** (where code goes, what depends on what), not style
rules (formatting / naming). They exist to keep the layer split honest
and to stop `GameWindow.cs` from continuing to grow into a 10k-line
god object. The full rationale + the extraction sequence we're
pursuing live in [`docs/architecture/code-structure.md`](docs/architecture/code-structure.md).
1. **No new substantial feature bodies in `GameWindow.cs`.** It is
already over 10,000 lines and owns runtime wiring. New runtime
work goes into a dedicated controller / sink / orchestrator class
in `src/AcDream.App/` (or deeper in `AcDream.Core` when it's pure
logic). Adding a handful of fields and a one-paragraph method to
wire an extracted class in is fine; adding a new ~200-line feature
directly is not. When in doubt, file a small follow-up extraction
as part of the change.
2. **`AcDream.Core` must not depend on the window / GL / backend
projects, except via documented interop seams.** The only
currently-allowed seams are `WorldBuilder.Shared` (stateless helpers:
`TerrainUtils`, `TerrainEntry`, `RegionInfo`) and
`Chorizite.OpenGLSDLBackend.Lib` (stateless helpers only:
`SceneryHelpers`, `TextureHelpers`). New Core code that needs a GL
surface must define an interface in Core and let `AcDream.App`
implement it — never the reverse. If you need to add a project
reference to Core, the change must come with an inventory-doc
update explaining why.
3. **UI panels target `AcDream.UI.Abstractions` only.** No panel may
import `AcDream.UI.ImGui` or any backend namespace. ViewModels,
commands, and the `IPanel` / `IPanelRenderer` contract are the
surface; everything else is backend. This is what lets us swap
D.2a (ImGui) for D.2b (retail-look) later without rewriting
panels.
4. **Startup environment variables enter through a typed options
object.** `AcDream.App.RuntimeOptions` is the single source of
truth for startup configuration. `Program.cs` reads the
environment once into `RuntimeOptions` and passes it into
`GameWindow`. Don't sprinkle `Environment.GetEnvironmentVariable`
reads through new code paths; add a field to `RuntimeOptions` and
pipe it through.
5. **Runtime probes (diagnostic toggles) belong in diagnostic owner
classes.** Today `AcDream.Core.Physics.PhysicsDiagnostics` owns the
`ACDREAM_PROBE_*` family. The pattern: one static class per
subsystem, exposing typed bool/int properties read from env vars
once at startup (with optional runtime-toggleable counterparts for
the DebugPanel). Per-call-site `Environment.GetEnvironmentVariable`
reads in new code are a process smell — if a flag survives one
phase, promote it to a diagnostic owner. The dozens of existing
`ACDREAM_DUMP_*` reads scattered through `GameWindow` are tech
debt; do not add more.
6. **Tests live in the project matching the layer under test.** Core
tests in `tests/AcDream.Core.Tests/`, UI tests in
`tests/AcDream.UI.Abstractions.Tests/`, network tests in
`tests/AcDream.Core.Net.Tests/`. App-layer tests (RuntimeOptions
parsing, etc.) belong in `tests/AcDream.App.Tests/`. When adding a
new test project, register it in `AcDream.slnx`.
## How to operate
**You are the lead engineer AND architect on this project at all times.**
You own the architecture (`docs/architecture/acdream-architecture.md`),
the execution plan (phases R1R8), the development workflow, and all
technical decisions. Stop as little as possible. Drive work autonomously and continuously through full phases and
the execution plan (milestones doc + strategic roadmap), the development
workflow, and all technical decisions. Stop as little as possible. Drive work autonomously and continuously through full phases and
across commit boundaries. Do not stop mid-phase for routine progress check-ins,
permission asks on low-stakes design calls, or "should I continue?" confirmations.
The user has repeatedly authorized direct-to-main commits, multi-commit sessions,
@ -1095,13 +1163,19 @@ already-running ACE session via the handshake race.
stop transitions, and keep their visual position tracked smoothly
between the 510 Hz UpdatePosition bursts (dead-reckoning).
## Reference repos: check ALL FOUR, not just one
## Reference repos: cross-check the relevant ones
When researching a protocol detail, dat format, rendering algorithm, or
any "how does AC do X" question, **check all four of the vendored
references in `references/`** before committing to an approach. Do not
settle on the first hit and move on — cross-reference at least two of
these, ideally all four:
The `references/` tree holds **six** vendored projects (ACE, ACViewer,
WorldBuilder, Chorizite.ACProtocol, holtburger, AC2D). They overlap in
some areas and disagree in others. Before committing to an approach,
**cross-reference at least two of them** for the domain you're working
in — the per-domain hierarchy in the next section tells you which to
read first. A single reference can be misleading; the intersection of
the relevant references is almost always the truth. The user has
repeatedly had to remind me about this when I narrowly searched one ref
and missed obvious answers in another.
The six references:
- **`references/ACE/`** — ACEmulator server. Authority on the wire
protocol (packet framing, ISAAC, game message opcodes, serialization
@ -1113,17 +1187,21 @@ these, ideally all four:
`ACViewer/Render/TextureCache.cs::IndexToColor` for the canonical
subpalette overlay algorithm.
- **`references/WorldBuilder/`** — **acdream's rendering + dat-handling
BASE (not just a reference).** As of 2026-05-08 acdream is moving to
fork WorldBuilder upstream and depend on the fork for terrain,
scenery, static objects, EnvCells, portals, sky, particles, texture
decoding, mesh extraction, visibility/culling. WorldBuilder is
MIT-licensed, exact-stack match (Silk.NET + .NET), and verified to
render the world correctly. **Before re-porting any rendering or
dat-handling algorithm from retail decomp, check
`docs/architecture/worldbuilder-inventory.md` first.** If WB has it,
use WB's port. If WB doesn't have it (network, physics, animation,
movement, UI, plugin, audio, chat), port from retail decomp as
before.
base.** WorldBuilder is not just a reference: as of Phase N.4 (shipped
2026-05-08), `ObjectMeshManager` is the production mesh pipeline,
`WbMeshAdapter` is the seam, and `WbDrawDispatcher` is the production
draw path. The modern path (`N.5`) is **mandatory** — missing bindless
throws at startup, there is no legacy fallback. **Before re-porting
any rendering or dat-handling algorithm from retail decomp, read
`docs/architecture/worldbuilder-inventory.md` first.** The inventory
tells you what WB covers (terrain, scenery, static objects, EnvCells,
portals, sky, particles, texture decoding, mesh extraction,
visibility/culling) and what we still write ourselves (the 🔴 list:
network, physics, animation, movement, UI, plugin, audio, chat).
WorldBuilder is MIT-licensed and exact-stack with us (Silk.NET +
.NET); the divergences we've documented (e.g. WB's terrain split
formula vs retail's `FSplitNESW`) are called out in the inventory
doc.
- **`references/Chorizite.ACProtocol/`** — clean-room C# protocol
library generated from a protocol XML description. Useful sanity check
on field order, packed-dword conventions, type-prefix handling. The

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@ -95,8 +95,8 @@ designed 2026-04-24. Full design: `docs/plans/2026-04-24-ui-framework.md`.
The backend is pluggable; ViewModels / Commands / `IPanelRenderer` are
stable across the swap. ImGui persists forever as the
`ACDREAM_DEVTOOLS=1` devtools overlay regardless of which backend owns
the game UI. See `memory/project_ui_architecture.md` for the session
crib-sheet version.
the game UI. The full UI design lives in
`docs/plans/2026-04-24-ui-framework.md`.
---

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@ -0,0 +1,376 @@
# acdream — code structure & extraction sequence
**Status:** Living document. Created 2026-05-16 as the companion to the
"Code Structure Rules" section in `CLAUDE.md`.
**Purpose:** Describe the desired structural state of the App layer,
explain the rules we've adopted, and lay out the safe extraction
sequence from today's reality (one 10,304-line `GameWindow.cs`) to the
target (thin `GameWindow`, small focused collaborators).
**Companion to:** [`acdream-architecture.md`](acdream-architecture.md)
(the layered architecture) and
[`worldbuilder-inventory.md`](worldbuilder-inventory.md) (what we take
from WB vs port ourselves).
---
## 1. The structural problem we're solving
The layered architecture works: `AcDream.Core` is GL-free, the network
layer is wire-compatible, the UI has a stable contract, plugins load.
The structural debt is concentrated in **one file**:
```
src/AcDream.App/Rendering/GameWindow.cs 10,304 lines
```
`GameWindow` is the single object that:
- Owns the GL context, the window, input, and shaders.
- Reads ~40 different environment variables across its lifetime.
- Hosts the live network session (`WorldSession`) and the offline
pre-login state.
- Owns parallel dictionaries for entity lookup (`_entitiesByServerGuid`,
the per-landblock entity lists in `GpuWorldState`, plus the player
controller's own state).
- Drives selection / interaction (`WorldPicker`, `SendUse`,
`SendPickUp`).
- Drives per-frame render orchestration (sky → terrain → opaque mesh →
transparent mesh → particles → debug lines → UI).
- Wires up every plugin hook sink, every diagnostic, every panel.
Almost every M1 / M2 bug touches this file. Every new feature adds a
field plus a method plus a wiring call. It is not getting better on its
own.
The fix is **not** "rewrite `GameWindow` in one pass" — that's a
high-risk change that would block M2. The fix is to **extract one
collaborator at a time**, verify behavior is unchanged, ship, and
move on. This document defines that sequence.
---
## 2. Code Structure Rules — the discipline
Recap of the rules from `CLAUDE.md` with the rationale:
### Rule 1: No new substantial feature bodies in `GameWindow.cs`
**Why:** Every line we add to `GameWindow` makes the eventual decomposition
harder. New features that "live in" `GameWindow` instead of being
extracted are the reason the file is 10k lines.
**How to apply:** A new feature gets its own class under
`src/AcDream.App/<Subsystem>/` (or deeper in `AcDream.Core` if it's pure
logic). `GameWindow` owns a field and a wiring call, nothing more. If
you find yourself adding a 200-line method to `GameWindow`, stop and
extract.
**Exemption:** Trivial wiring that *must* stay in `GameWindow` because
it touches GL state during `OnLoad` is acceptable, but should still
delegate to a collaborator for the substance.
### Rule 2: `AcDream.Core` must not depend on window / GL / backend projects
**Why:** Core is the GL-free, testable layer. The moment Core imports
a GL or windowing namespace, we've lost the ability to test it without
a graphics context, and the layer split becomes fiction.
**How to apply:** The only currently-allowed seams from Core into the
WB / GL world are:
- `WorldBuilder.Shared` — stateless helpers (`TerrainUtils`,
`TerrainEntry`, `RegionInfo`).
- `Chorizite.OpenGLSDLBackend.Lib` — stateless helpers
(`SceneryHelpers`, `TextureHelpers`).
Both are leaf namespaces with no GL state. If you need a new seam (e.g.
WB's `ObjectMeshManager` needs to be visible from Core), the change
**must** come with an inventory-doc update justifying it and ideally a
slim interface in Core that the App layer implements.
**Current reality:** `src/AcDream.Core/AcDream.Core.csproj` references
`Chorizite.OpenGLSDLBackend` (not just `OpenGLSDLBackend.Lib`). This is
historical. Two Core files import from it:
- `World/SceneryGenerator.cs``Chorizite.OpenGLSDLBackend.Lib`
- `Textures/SurfaceDecoder.cs``Chorizite.OpenGLSDLBackend.Lib`
Both use the stateless `Lib` namespace only. The full project reference
is wider than it needs to be; tightening it to just `WorldBuilder.Shared`
+ a stateless-helpers shim is a candidate future cut, but not urgent.
### Rule 3: UI panels target `AcDream.UI.Abstractions` only
**Why:** This is the one rule that keeps D.2b (the future retail-look
backend) viable. Every panel that imports `ImGuiNET` directly is a panel
we'd have to rewrite when the backend swaps.
**How to apply:** A panel's `using` block must mention
`AcDream.UI.Abstractions.*` and nothing from `AcDream.UI.ImGui`. The
panel writes against `IPanelRenderer`. The `ImGuiPanelRenderer`
translates those calls to ImGui at runtime. Plugin-facing UI follows the
same rule.
### Rule 4: Startup env vars enter through `RuntimeOptions`
**Why:** Environment variables are global mutable state. Reading them
at random call sites means (a) duplicated `Environment.GetEnvironmentVariable`
boilerplate, (b) no single place to see "what flags does the client
respond to?", (c) impossible to unit-test parsing.
**How to apply:** `src/AcDream.App/RuntimeOptions.cs` is the typed
options object. `Program.cs` builds it once from args + env and passes
it to `GameWindow`. New startup flags add a field to `RuntimeOptions`
and a parser in `RuntimeOptions.FromEnvironment`. They don't add
`Environment.GetEnvironmentVariable` reads.
**Scope:** `RuntimeOptions` is for **startup-time** configuration —
things that don't change once the window is up. Runtime diagnostic
toggles are Rule 5's domain.
### Rule 5: Runtime diagnostic toggles live in diagnostic owner classes
**Why:** Diagnostic flags (`ACDREAM_DUMP_MOTION`, `ACDREAM_PROBE_*`,
etc.) need to be both env-readable at startup *and* runtime-toggleable
from the DebugPanel. Per-call-site env reads can't be runtime-toggled.
**How to apply:** Today's template is
`src/AcDream.Core/Physics/PhysicsDiagnostics.cs` — one static class with
typed `Probe*` properties read from env vars once at startup, plus
runtime setters that the DebugPanel binds. New diagnostic flags follow
this shape, not the per-call-site pattern that dominates `GameWindow.cs`.
**Cleanup direction:** The dozens of existing `ACDREAM_DUMP_*` reads
inside `GameWindow.cs` are tech debt. We do NOT bulk-migrate them as
part of this refactor — they're working, they're scattered, and
moving them carries risk without a current acceptor. We migrate them
opportunistically: when a `GameWindow` extraction lands and a diagnostic
moves with it, route it through the new owner's diagnostic class.
### Rule 6: Tests live in the project matching the layer
**Why:** Test discoverability + dependency hygiene. A test for a Core
class belongs next to other Core tests; a test for an App class belongs
in an App test project. Co-locating tests across layers makes the
dependency graph dishonest.
**How to apply:** One test project per source project that has tests.
Today:
- `tests/AcDream.Core.Tests/``src/AcDream.Core/`
- `tests/AcDream.Core.Net.Tests/``src/AcDream.Core.Net/`
- `tests/AcDream.UI.Abstractions.Tests/``src/AcDream.UI.Abstractions/`
`AcDream.App` does **not** yet have a test project. The RuntimeOptions
extraction is the trigger to create `tests/AcDream.App.Tests/`. Future
App-layer tests (LiveSessionController, SelectionInteractionController,
etc.) go there.
---
## 3. Target structure of the App layer
The end state — not what we're shipping in one pass, but the shape
we're aiming at.
```
src/AcDream.App/
├── Program.cs # parse args + env → RuntimeOptions, build GameWindow
├── RuntimeOptions.cs # typed startup options (Rule 4)
├── Rendering/
│ ├── GameWindow.cs # thin: GL/window lifecycle + delegates per-frame to RenderFrameOrchestrator
│ ├── RenderFrameOrchestrator.cs # per-frame draw order (sky → terrain → opaque → trans → particles → debug → UI)
│ ├── TerrainModernRenderer.cs # (already exists)
│ ├── TextureCache.cs # (already exists)
│ ├── ParticleRenderer.cs # (already exists)
│ ├── Sky/ # (already exists)
│ ├── Wb/ # (already exists — WB seam)
│ └── Vfx/ # (already exists)
├── Net/
│ └── LiveSessionController.cs # owns WorldSession lifecycle, login/handshake, reconnect
├── World/
│ └── LiveEntityRuntime.cs # owns per-entity state dicts + ServerGuid↔entity.Id translation
├── Interaction/
│ └── SelectionInteractionController.cs # owns WorldPicker, selection state, Use/PickUp dispatch
├── Streaming/ # (already exists)
├── Input/ # (already exists)
├── Audio/ # (already exists)
└── Plugins/ # (already exists)
```
What `GameWindow` keeps:
- `IWindow` / `GL` / `IInputContext` lifecycle (constructor + `OnLoad` +
`Run` + `OnClosing`).
- `RuntimeOptions` reference (the typed startup config).
- One field per collaborator (`_liveSessionController`,
`_liveEntityRuntime`, `_selectionInteraction`,
`_renderFrameOrchestrator`).
- The Silk.NET event-handler stubs that delegate to collaborators.
What `GameWindow` loses:
- The 7 startup-time env var fields → moved into `RuntimeOptions`.
- `TryStartLiveSession` + the post-login network drain → moved into
`LiveSessionController`.
- `_entitiesByServerGuid` + per-entity dictionaries + ServerGuid↔Id
translation → moved into `LiveEntityRuntime`.
- `WorldPicker` + `_selectedGuid` + `SendUse` / `SendPickUp` → moved
into `SelectionInteractionController`.
- Per-frame draw orchestration → moved into `RenderFrameOrchestrator`.
The eventual `GameEntity` aggregation (target state described in
`acdream-architecture.md` §"GameEntity: The Unified Entity") happens
**after** `LiveEntityRuntime` is the single owner of entity state.
Until then, the parallel-dicts problem is bounded inside one class
instead of spread across `GameWindow`.
---
## 4. Extraction sequence — safest first
Each step is **one PR-sized refactor**. Each must build clean, all
tests pass, and visual verification at Holtburg looks identical to
the previous step. Don't bundle two steps.
### Step 1 — `RuntimeOptions` (this PR)
**Scope:** Replace startup-time env var reads with a typed options
object built once in `Program.cs`.
**Behavior change:** None. Same env vars, same defaults, same effects.
**Risk:** Low. Mechanical substitution at ~10-15 call sites in
`GameWindow.cs` + one constructor signature change.
**Test:** Unit tests for `RuntimeOptions.FromEnvironment` parsing (the
new `tests/AcDream.App.Tests/` project).
**Verification:** `dotnet build` + `dotnet test` green. Visual launch
verifies live mode + dat dir resolution still work.
### Step 2 — `LiveSessionController`
**Scope:** Extract `TryStartLiveSession` + the WorldSession ownership +
the post-EnterWorld drain (`OnLiveStateUpdated`, `OnLiveEntityDeleted`,
etc.) into a controller class.
**Behavior change:** None. Same wire behavior, same handshake.
**Risk:** Medium. WorldSession lifecycle is load-bearing — every
session-state crash would surface here. The change is a class
extraction with the same event subscriptions, not a rewrite.
**Test:** Existing `AcDream.Core.Net.Tests` already cover the wire
layer. The controller itself gets a smoke test that verifies it can be
constructed without a live socket (offline mode).
**Verification:** Visual login + Holtburg traversal + door interaction
identical to pre-extraction.
### Step 3 — `LiveEntityRuntime` (or `EntityRuntimeRegistry`)
**Scope:** Centralize the parallel dictionaries — `_entitiesByServerGuid`,
the streaming entity lists, the player controller's player entity —
into one owner. Surface the ServerGuid↔entity.Id translation as a
single API (eliminating the trap from L.2g slice 1c).
**Behavior change:** None.
**Risk:** Medium-high. Entity lookup is in every hot path. The change
is structural (one owner instead of three) but the lookup semantics
must be byte-identical.
**Test:** Entity-spawn / despawn / lookup tests in
`tests/AcDream.App.Tests/`. Existing visual verification at Holtburg
catches any drift in interaction.
**Verification:** Walk Holtburg, click NPC, open door, pick up item.
All four M1 demo targets must still work.
### Step 4 — `SelectionInteractionController`
**Scope:** Extract `WorldPicker`, `_selectedGuid`, `SendUse`,
`SendPickUp`, and the `InputAction.Select*` / `UseSelected` /
`SelectionPickUp` switch cases into one controller. Depends on Step 3
(uses `LiveEntityRuntime`).
**Behavior change:** None.
**Risk:** Low-medium. Selection state is local to interactions; the
network outbound side is well-defined (`InteractRequests.BuildUse` /
`BuildPickUp`).
**Test:** Selection state machine tests in `tests/AcDream.App.Tests/`.
**Verification:** Click-to-select, double-click-to-Use, F-key pickup
all still work.
### Step 5 — `RenderFrameOrchestrator`
**Scope:** Extract the per-frame draw sequence (sky → terrain →
opaque mesh → translucent mesh → particles → debug → UI) into a
dedicated orchestrator that `GameWindow.OnRender` delegates to.
**Behavior change:** None. Same draw order, same GL state.
**Risk:** Medium. GL state management is touchy; the orchestrator
must hand the GL context to the same renderers in the same order with
the same per-pass state setup.
**Test:** Visual verification only. Render orchestration is hard to
unit-test without a GL context.
**Verification:** Holtburg at radius 4, radius 8, radius 12 looks
identical across all four quality presets.
### Step 6 — `GameEntity` aggregation (the big one)
**Scope:** Consolidate `WorldEntity` + `AnimatedEntity` + the per-entity
state in `LiveEntityRuntime` into one `GameEntity` class (the target
described in `acdream-architecture.md`). Every entity in the world —
player, NPC, monster, door, item — becomes a single `GameEntity`.
**Behavior change:** None at the wire / visual level; substantial at
the call-site level (everyone moves to the new entity API).
**Risk:** High. Touches every system that reads entity state.
**Test:** All existing tests + the new `AcDream.App.Tests` suite. Visual
verification at every M1 / M2 scenario.
**Verification:** Full M2 demo loop (equip sword, kill drudge, pick up
loot, open inventory) works identically.
---
## 5. Rules of the road during the extraction
1. **One step at a time.** A PR that ships Step 1 ships only Step 1.
Bundling steps makes failures hard to isolate.
2. **Behavior preservation is the acceptance criterion.** Every step
must build clean, all tests pass, and visual verification at the
appropriate M1 / M2 scenarios must succeed. We're moving code, not
changing it.
3. **No new features during an extraction step.** If you spot a real
bug while extracting, file it in `docs/ISSUES.md` and address it in
a separate commit (before or after the extraction, not folded into
it).
4. **Diagnostic toggle migrations are opportunistic.** When a method
moves to a new owner, the diagnostic flag inside it can move to a
diagnostic class as part of the same commit. We do not do a bulk
diagnostic-cleanup pass.
5. **Update this document when the plan changes.** If Step 3 turns out
to need a different shape than described above, update §4 in the
same session you discover the divergence.
---
## 6. What this document is **not**
- **Not a full rewrite plan.** The point is the *opposite* — small
steps, verified at each boundary.
- **Not blocking M2.** Step 1 is small enough to ship without
disrupting M2 work. Later steps interleave with M2 / M3 phases as
the corresponding code paths come into focus.
- **Not a substitute for the milestones / roadmap.** Those drive the
feature work. This drives the structural work that runs underneath.

View file

@ -1,3 +1,4 @@
using AcDream.App;
using AcDream.App.Plugins;
using AcDream.App.Rendering;
using AcDream.Core.Plugins;
@ -15,6 +16,11 @@ if (string.IsNullOrWhiteSpace(datDir))
return 2;
}
// Single read of the startup-time process environment. Every downstream
// consumer (GameWindow + collaborators) reads the typed bundle, not the
// raw env vars. See docs/architecture/code-structure.md §2 Rule 4.
var runtimeOptions = RuntimeOptions.FromEnvironment(datDir);
var worldGameState = new AcDream.Core.Plugins.WorldGameState();
var worldEvents = new AcDream.Core.Plugins.WorldEvents();
var host = new AppPluginHost(new SerilogAdapter(Log.Logger), worldGameState, worldEvents);
@ -50,7 +56,7 @@ try
catch (Exception ex) { Log.Error(ex, "plugin enable failed: {Id}", plugin.Manifest.Id); }
}
using var window = new GameWindow(datDir, worldGameState, worldEvents);
using var window = new GameWindow(runtimeOptions, worldGameState, worldEvents);
window.Run();
}
finally

View file

@ -12,6 +12,7 @@ public sealed class GameWindow : IDisposable
{
private readonly record struct SkyPesKey(int ObjectIndex, uint PesObjectId, bool PostScene);
private readonly AcDream.App.RuntimeOptions _options;
private readonly string _datDir;
private readonly WorldGameState _worldGameState;
private readonly WorldEvents _worldEvents;
@ -219,12 +220,10 @@ public sealed class GameWindow : IDisposable
// Retail GameSky copies SkyObject.PesObjectId into CelestialPosition but
// never consumes it in CreateDeletePhysicsObjects/MakeObject/UseTime.
// Keep the experimental path available for DAT archaeology only.
private readonly bool _enableSkyPesDebug =
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_ENABLE_SKY_PES"), "1", StringComparison.Ordinal);
// Backed by ACDREAM_ENABLE_SKY_PES via RuntimeOptions.EnableSkyPesDebug.
// Diagnostic: hide a specific humanoid part (>=10 parts) at render.
private static readonly int s_hidePartIndex =
int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_HIDE_PART"), out var hp) ? hp : -1;
// Backed by ACDREAM_HIDE_PART via RuntimeOptions.HidePartIndex.
// Issue #47 — use retail's close-detail GfxObj selection on
// humanoid setups. When enabled, every per-part GfxObj id (after
@ -233,8 +232,7 @@ public sealed class GameWindow : IDisposable
// for the full retail-decomp citation. Default-on after visual
// confirmation; set ACDREAM_RETAIL_CLOSE_DEGRADES=0 only for
// diagnostic before/after comparisons.
private static readonly bool s_retailCloseDegrades =
!string.Equals(Environment.GetEnvironmentVariable("ACDREAM_RETAIL_CLOSE_DEGRADES"), "0", StringComparison.Ordinal);
// Backed by ACDREAM_RETAIL_CLOSE_DEGRADES via RuntimeOptions.RetailCloseDegrades.
// Issue #48 diagnostic — dump per-scenery-spawn placement evidence
// (rendered gfx id, sample source physics-vs-bilinear, ground/baseLoc/finalZ,
@ -242,8 +240,7 @@ public sealed class GameWindow : IDisposable
// the user identify a floating tree by its world coordinates and tell
// whether the cause is BaseLoc.Z addition (H1), bilinear-fallback drift
// (H2), or DIDDegrade selection (H3). Diagnostic-first per CLAUDE.md.
private static readonly bool s_dumpSceneryZ =
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_DUMP_SCENERY_Z"), "1", StringComparison.Ordinal);
// Backed by ACDREAM_DUMP_SCENERY_Z via RuntimeOptions.DumpSceneryZ.
/// <summary>
/// Issue #47 humanoid-setup detector. Matches Aluvian Male
@ -575,10 +572,11 @@ public sealed class GameWindow : IDisposable
// _panelHost does. Self-subscribes to CombatState in its ctor, so
// disposing isn't required (panel host holds the only ref).
private AcDream.UI.Abstractions.Panels.Debug.DebugVM? _debugVm;
private static readonly bool DevToolsEnabled =
Environment.GetEnvironmentVariable("ACDREAM_DEVTOOLS") == "1";
private static readonly bool DumpMoveTruthEnabled =
Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOVE_TRUTH") == "1";
// DevToolsEnabled + DumpMoveTruthEnabled now read through _options
// (RuntimeOptions.DevTools / DumpMoveTruth). Kept the same names for
// local readability via expression-bodied properties.
private bool DevToolsEnabled => _options.DevTools;
private bool DumpMoveTruthEnabled => _options.DumpMoveTruth;
// Phase I.3 — real ICommandBus for live sessions. Constructed when
// the live session spins up (so SendChatCmd handlers can close over
@ -748,8 +746,8 @@ public sealed class GameWindow : IDisposable
// K-fix1 (2026-04-26): cached at startup so per-frame branches are
// single-flag reads instead of env-var lookups. True iff
// ACDREAM_LIVE=1 was set when the window came up.
private static readonly bool LiveModeEnabled =
Environment.GetEnvironmentVariable("ACDREAM_LIVE") == "1";
// Backed by RuntimeOptions.LiveMode via the _options field.
private bool LiveModeEnabled => _options.LiveMode;
/// <summary>
/// K-fix1 (2026-04-26): true iff live mode is configured AND we have
@ -814,9 +812,10 @@ public sealed class GameWindow : IDisposable
private int _liveAnimRejectSingleFrame;
private int _liveAnimRejectPartFrames;
public GameWindow(string datDir, WorldGameState worldGameState, WorldEvents worldEvents)
public GameWindow(AcDream.App.RuntimeOptions options, WorldGameState worldGameState, WorldEvents worldEvents)
{
_datDir = datDir;
_options = options ?? throw new System.ArgumentNullException(nameof(options));
_datDir = options.DatDir;
_worldGameState = worldGameState;
_worldEvents = worldEvents;
SpellBook = new AcDream.Core.Spells.Spellbook(SpellTable);
@ -1104,7 +1103,7 @@ public sealed class GameWindow : IDisposable
// Phase E.2 audio: init OpenAL + hook sink. Suppressible via
// ACDREAM_NO_AUDIO=1 for headless tests / broken audio drivers.
if (Environment.GetEnvironmentVariable("ACDREAM_NO_AUDIO") != "1")
if (!_options.NoAudio)
{
try
{
@ -1749,15 +1748,13 @@ public sealed class GameWindow : IDisposable
_farRadius = _resolvedQuality.FarRadius;
// Legacy override: ACDREAM_STREAM_RADIUS acts as nearRadius and
// ensures farRadius >= streamRadius.
// ensures farRadius >= streamRadius. Parsed once into
// RuntimeOptions.LegacyStreamRadius (null when unset or invalid).
if (_options.LegacyStreamRadius is { } sr)
{
var legacyEnv = Environment.GetEnvironmentVariable("ACDREAM_STREAM_RADIUS");
if (int.TryParse(legacyEnv, out var sr) && sr >= 0)
{
_nearRadius = sr;
_streamingRadius = sr; // keep debug overlay in sync
_farRadius = System.Math.Max(sr, _farRadius);
}
_nearRadius = sr;
_streamingRadius = sr; // keep debug overlay in sync
_farRadius = System.Math.Max(sr, _farRadius);
}
Console.WriteLine(
$"streaming: nearRadius={_nearRadius} (window={2*_nearRadius+1}x{2*_nearRadius+1})" +
@ -1822,12 +1819,12 @@ public sealed class GameWindow : IDisposable
private void TryStartLiveSession()
{
if (Environment.GetEnvironmentVariable("ACDREAM_LIVE") != "1") return;
if (!_options.LiveMode) return;
var host = Environment.GetEnvironmentVariable("ACDREAM_TEST_HOST") ?? "127.0.0.1";
var portStr = Environment.GetEnvironmentVariable("ACDREAM_TEST_PORT") ?? "9000";
var user = Environment.GetEnvironmentVariable("ACDREAM_TEST_USER");
var pass = Environment.GetEnvironmentVariable("ACDREAM_TEST_PASS");
var host = _options.LiveHost;
var port = _options.LivePort;
var user = _options.LiveUser;
var pass = _options.LivePass;
if (string.IsNullOrEmpty(user) || string.IsNullOrEmpty(pass))
{
Console.WriteLine("live: ACDREAM_LIVE set but TEST_USER/TEST_PASS missing; skipping");
@ -1850,7 +1847,7 @@ public sealed class GameWindow : IDisposable
$"DNS resolved no addresses for '{host}'"));
Console.WriteLine($"live: resolved {host} → {ip}");
}
var endpoint = new System.Net.IPEndPoint(ip, int.Parse(portStr));
var endpoint = new System.Net.IPEndPoint(ip, port);
Console.WriteLine($"live: connecting to {endpoint} as {user}");
_liveSession = new AcDream.Core.Net.WorldSession(endpoint);
_liveSession.EntitySpawned += OnLiveEntitySpawned;
@ -2123,7 +2120,7 @@ public sealed class GameWindow : IDisposable
_liveSession.VitalCurrentUpdated += v =>
LocalPlayer.OnVitalCurrent(v.VitalId, v.Current);
Chat.OnSystemMessage($"connecting to {host}:{portStr} as {user}", chatType: 1);
Chat.OnSystemMessage($"connecting to {host}:{port} as {user}", chatType: 1);
_liveSession.Connect(user, pass);
Chat.OnSystemMessage("connected — character list received", chatType: 1);
@ -2480,7 +2477,7 @@ public sealed class GameWindow : IDisposable
// changes resolve (which match against the resolved mesh's
// surfaces) and BEFORE the GfxObjMesh.Build / texture upload
// path consumes the part list.
if (s_retailCloseDegrades && IsIssue47HumanoidSetup(setup))
if (_options.RetailCloseDegrades && IsIssue47HumanoidSetup(setup))
{
for (int partIdx = 0; partIdx < parts.Count; partIdx++)
{
@ -5210,7 +5207,7 @@ public sealed class GameWindow : IDisposable
// (physics-vs-bilinear sampler drift), and H3 (DIDDegrade slot 0).
// User identifies a floating tree visually, finds the matching
// line by world coords + gfx id, the data picks the hypothesis.
if (s_dumpSceneryZ)
if (_options.DumpSceneryZ)
{
string source = maybePhysicsZ.HasValue ? "physics" : "bilinear";
foreach (var mr in meshRefs)
@ -6798,7 +6795,7 @@ public sealed class GameWindow : IDisposable
// retail decomp confirms SkyObject.PesObjectId is copied by
// SkyDesc::GetSky but ignored by GameSky, so the sky-PES path is
// debug-only and disabled for normal retail rendering.
if (_enableSkyPesDebug)
if (_options.EnableSkyPesDebug)
UpdateSkyPes((float)WorldTime.DayFraction, _activeDayGroup, camPos, cameraInsideCell);
_scriptRunner?.Tick((float)deltaSeconds);
_particleSystem?.Tick((float)deltaSeconds);
@ -7978,7 +7975,7 @@ public sealed class GameWindow : IDisposable
partTransform = partTransform * scaleMat;
var template = ae.PartTemplate[i];
if (s_hidePartIndex >= 0 && i == s_hidePartIndex && partCount >= 10)
if (_options.HidePartIndex >= 0 && i == _options.HidePartIndex && partCount >= 10)
{
continue;
}

View file

@ -0,0 +1,100 @@
using System;
using System.Globalization;
namespace AcDream.App;
/// <summary>
/// Typed bundle of startup-time configuration read from the process
/// environment. Built once in <c>Program.cs</c> and passed to
/// <c>GameWindow</c> so the rest of the app reads its config through
/// strongly-typed fields instead of scattered
/// <c>Environment.GetEnvironmentVariable</c> calls.
/// </summary>
/// <remarks>
/// <para>
/// <strong>Scope:</strong> startup-time only — values that don't change
/// once the window is up. Runtime diagnostic toggles
/// (e.g. <c>ACDREAM_DUMP_MOTION</c>, <c>ACDREAM_PROBE_*</c>) belong in
/// diagnostic owner classes (see <c>AcDream.Core.Physics.PhysicsDiagnostics</c>
/// for the template), not here.
/// </para>
/// <para>
/// See <c>docs/architecture/code-structure.md</c> §2 Rule 4 for the
/// rule that drove this extraction, and §4 Step 1 for the broader
/// extraction sequence this is the first cut of.
/// </para>
/// </remarks>
public sealed record RuntimeOptions(
string DatDir,
bool LiveMode,
string LiveHost,
int LivePort,
string? LiveUser,
string? LivePass,
bool DevTools,
bool DumpMoveTruth,
bool NoAudio,
bool EnableSkyPesDebug,
int HidePartIndex,
bool RetailCloseDegrades,
bool DumpSceneryZ,
int? LegacyStreamRadius)
{
/// <summary>
/// Build options from the process environment. Used by
/// <c>Program.cs</c> at startup.
/// </summary>
public static RuntimeOptions FromEnvironment(string datDir)
=> Parse(datDir, Environment.GetEnvironmentVariable);
/// <summary>
/// Build options from a custom environment getter. Used by tests to
/// inject controlled env values without touching the process
/// environment.
/// </summary>
/// <param name="datDir">Resolved dat-file directory.</param>
/// <param name="env">Function returning the value for an env-var
/// name, or <c>null</c> when unset.</param>
public static RuntimeOptions Parse(string datDir, Func<string, string?> env)
{
if (datDir is null) throw new ArgumentNullException(nameof(datDir));
if (env is null) throw new ArgumentNullException(nameof(env));
return new RuntimeOptions(
DatDir: datDir,
LiveMode: IsExactlyOne(env("ACDREAM_LIVE")),
LiveHost: env("ACDREAM_TEST_HOST") ?? "127.0.0.1",
LivePort: TryParseInt(env("ACDREAM_TEST_PORT")) ?? 9000,
LiveUser: NullIfEmpty(env("ACDREAM_TEST_USER")),
LivePass: NullIfEmpty(env("ACDREAM_TEST_PASS")),
DevTools: IsExactlyOne(env("ACDREAM_DEVTOOLS")),
DumpMoveTruth: IsExactlyOne(env("ACDREAM_DUMP_MOVE_TRUTH")),
NoAudio: IsExactlyOne(env("ACDREAM_NO_AUDIO")),
EnableSkyPesDebug: IsExactlyOne(env("ACDREAM_ENABLE_SKY_PES")),
HidePartIndex: TryParseInt(env("ACDREAM_HIDE_PART")) ?? -1,
// Default-on: any value other than the literal string "0" enables
// retail close-detail degrades. Set ACDREAM_RETAIL_CLOSE_DEGRADES=0
// only for before/after diagnostic comparisons.
RetailCloseDegrades: !string.Equals(env("ACDREAM_RETAIL_CLOSE_DEGRADES"), "0", StringComparison.Ordinal),
DumpSceneryZ: IsExactlyOne(env("ACDREAM_DUMP_SCENERY_Z")),
// Legacy override for ACDREAM_STREAM_RADIUS. Caller applies it on
// top of the quality preset's radii. Null when unset or invalid.
LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")));
}
/// <summary>True iff live-mode credentials are present and valid for connecting.</summary>
public bool HasLiveCredentials =>
LiveMode && !string.IsNullOrEmpty(LiveUser) && !string.IsNullOrEmpty(LivePass);
private static bool IsExactlyOne(string? s)
=> string.Equals(s, "1", StringComparison.Ordinal);
private static string? NullIfEmpty(string? s)
=> string.IsNullOrEmpty(s) ? null : s;
private static int? TryParseInt(string? s)
=> int.TryParse(s, NumberStyles.Integer, CultureInfo.InvariantCulture, out var v) ? v : null;
private static int? TryParseNonNegativeInt(string? s)
=> TryParseInt(s) is { } v && v >= 0 ? v : null;
}

View file

@ -0,0 +1,25 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="coverlet.collector" Version="6.0.4" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.14.1" />
<PackageReference Include="xunit" Version="2.9.3" />
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.4" />
</ItemGroup>
<ItemGroup>
<Using Include="Xunit" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\AcDream.App\AcDream.App.csproj" />
</ItemGroup>
</Project>

View file

@ -0,0 +1,217 @@
using System.Collections.Generic;
using AcDream.App;
namespace AcDream.App.Tests;
/// <summary>
/// Unit tests for <see cref="RuntimeOptions"/> startup-time parsing.
/// Behavior-preservation only: every assertion locks in the exact
/// boolean / numeric / nullability semantics from the env reads that
/// previously lived in <c>GameWindow.cs</c>.
/// </summary>
public sealed class RuntimeOptionsTests
{
private const string AnyDatDir = "C:/Users/test/dats";
private static Func<string, string?> Env(Dictionary<string, string?> values)
=> name => values.TryGetValue(name, out var v) ? v : null;
private static Func<string, string?> EmptyEnv() => _ => null;
[Fact]
public void Defaults_AllSafeOff_WhenEnvironmentIsEmpty()
{
var opts = RuntimeOptions.Parse(AnyDatDir, EmptyEnv());
Assert.Equal(AnyDatDir, opts.DatDir);
Assert.False(opts.LiveMode);
Assert.Equal("127.0.0.1", opts.LiveHost);
Assert.Equal(9000, opts.LivePort);
Assert.Null(opts.LiveUser);
Assert.Null(opts.LivePass);
Assert.False(opts.DevTools);
Assert.False(opts.DumpMoveTruth);
Assert.False(opts.NoAudio);
Assert.False(opts.EnableSkyPesDebug);
Assert.Equal(-1, opts.HidePartIndex);
// Default-on: RetailCloseDegrades is true unless explicitly disabled.
Assert.True(opts.RetailCloseDegrades);
Assert.False(opts.DumpSceneryZ);
Assert.Null(opts.LegacyStreamRadius);
Assert.False(opts.HasLiveCredentials);
}
[Fact]
public void LiveMode_Set_ExactlyByValue1()
{
Assert.True(RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_LIVE"] = "1" })).LiveMode);
Assert.False(RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_LIVE"] = "0" })).LiveMode);
Assert.False(RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_LIVE"] = "true" })).LiveMode);
Assert.False(RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_LIVE"] = "" })).LiveMode);
}
[Fact]
public void LiveHostAndPort_FallBackToDefaults_WhenUnsetOrInvalid()
{
var withDefaults = RuntimeOptions.Parse(AnyDatDir, EmptyEnv());
Assert.Equal("127.0.0.1", withDefaults.LiveHost);
Assert.Equal(9000, withDefaults.LivePort);
var withOverrides = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_TEST_HOST"] = "play.example.com",
["ACDREAM_TEST_PORT"] = "9123",
}));
Assert.Equal("play.example.com", withOverrides.LiveHost);
Assert.Equal(9123, withOverrides.LivePort);
// Non-numeric port falls back to default; we don't throw at parse time.
var withBadPort = RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_TEST_PORT"] = "abc" }));
Assert.Equal(9000, withBadPort.LivePort);
}
[Fact]
public void LiveUserPass_NullWhenEmptyOrUnset()
{
var emptyValues = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_TEST_USER"] = "",
["ACDREAM_TEST_PASS"] = "",
}));
Assert.Null(emptyValues.LiveUser);
Assert.Null(emptyValues.LivePass);
var realValues = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_TEST_USER"] = "testaccount",
["ACDREAM_TEST_PASS"] = "testpassword",
}));
Assert.Equal("testaccount", realValues.LiveUser);
Assert.Equal("testpassword", realValues.LivePass);
}
[Fact]
public void HasLiveCredentials_RequiresLiveModeAndBothUserAndPass()
{
// Live mode off → no credentials regardless of user/pass.
var noLive = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_TEST_USER"] = "u",
["ACDREAM_TEST_PASS"] = "p",
}));
Assert.False(noLive.HasLiveCredentials);
// Live mode on but missing user → no credentials.
var missingUser = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_LIVE"] = "1",
["ACDREAM_TEST_PASS"] = "p",
}));
Assert.False(missingUser.HasLiveCredentials);
// Live mode on but missing pass → no credentials.
var missingPass = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_LIVE"] = "1",
["ACDREAM_TEST_USER"] = "u",
}));
Assert.False(missingPass.HasLiveCredentials);
// All three present → credentials available.
var ok = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_LIVE"] = "1",
["ACDREAM_TEST_USER"] = "u",
["ACDREAM_TEST_PASS"] = "p",
}));
Assert.True(ok.HasLiveCredentials);
}
[Fact]
public void HidePartIndex_MinusOneWhenUnset_ParsesIntegers()
{
Assert.Equal(-1, RuntimeOptions.Parse(AnyDatDir, EmptyEnv()).HidePartIndex);
Assert.Equal(7, RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_HIDE_PART"] = "7" })).HidePartIndex);
// Invalid → fall back to -1 (preserves the int.TryParse failure semantics).
Assert.Equal(-1, RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_HIDE_PART"] = "abc" })).HidePartIndex);
}
[Fact]
public void RetailCloseDegrades_DefaultOn_ExceptWhenValueIsExactlyZero()
{
// Unset → on.
Assert.True(RuntimeOptions.Parse(AnyDatDir, EmptyEnv()).RetailCloseDegrades);
// Exactly "0" → off. Matches the pre-refactor semantics:
// !string.Equals(env, "0", StringComparison.Ordinal)
Assert.False(RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_RETAIL_CLOSE_DEGRADES"] = "0",
})).RetailCloseDegrades);
// Any other value → on (including "1", "false", "True"). The original
// code only checked for the literal "0"; preserve that.
Assert.True(RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_RETAIL_CLOSE_DEGRADES"] = "1",
})).RetailCloseDegrades);
Assert.True(RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_RETAIL_CLOSE_DEGRADES"] = "false",
})).RetailCloseDegrades);
}
[Fact]
public void LegacyStreamRadius_NullWhenUnsetOrInvalid_ParsesNonNegativeIntegers()
{
Assert.Null(RuntimeOptions.Parse(AnyDatDir, EmptyEnv()).LegacyStreamRadius);
Assert.Null(RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_STREAM_RADIUS"] = "abc" })).LegacyStreamRadius);
// Negative values are filtered out by the pre-refactor `sr >= 0` guard.
Assert.Null(RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_STREAM_RADIUS"] = "-3" })).LegacyStreamRadius);
Assert.Equal(0, RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_STREAM_RADIUS"] = "0" })).LegacyStreamRadius);
Assert.Equal(5, RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_STREAM_RADIUS"] = "5" })).LegacyStreamRadius);
Assert.Equal(12, RuntimeOptions.Parse(AnyDatDir, Env(new() { ["ACDREAM_STREAM_RADIUS"] = "12" })).LegacyStreamRadius);
}
[Fact]
public void DiagnosticFlags_RespectExactValueOne()
{
var allOn = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_DEVTOOLS"] = "1",
["ACDREAM_DUMP_MOVE_TRUTH"] = "1",
["ACDREAM_NO_AUDIO"] = "1",
["ACDREAM_ENABLE_SKY_PES"] = "1",
["ACDREAM_DUMP_SCENERY_Z"] = "1",
}));
Assert.True(allOn.DevTools);
Assert.True(allOn.DumpMoveTruth);
Assert.True(allOn.NoAudio);
Assert.True(allOn.EnableSkyPesDebug);
Assert.True(allOn.DumpSceneryZ);
// Any non-"1" value leaves them off, matching the
// string.Equals(env, "1", StringComparison.Ordinal) check.
var anyOther = RuntimeOptions.Parse(AnyDatDir, Env(new()
{
["ACDREAM_DEVTOOLS"] = "true",
["ACDREAM_DUMP_MOVE_TRUTH"] = "yes",
["ACDREAM_NO_AUDIO"] = "2",
["ACDREAM_ENABLE_SKY_PES"] = "on",
["ACDREAM_DUMP_SCENERY_Z"] = " 1",
}));
Assert.False(anyOther.DevTools);
Assert.False(anyOther.DumpMoveTruth);
Assert.False(anyOther.NoAudio);
Assert.False(anyOther.EnableSkyPesDebug);
Assert.False(anyOther.DumpSceneryZ);
}
[Fact]
public void Parse_RejectsNullDatDirOrEnv()
{
Assert.Throws<ArgumentNullException>(() => RuntimeOptions.Parse(null!, EmptyEnv()));
Assert.Throws<ArgumentNullException>(() => RuntimeOptions.Parse(AnyDatDir, null!));
}
}