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

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