fix(ui): bind radar to streamed world state

Resolve the live-entity spatial broadphase at snapshot time so retained UI construction cannot capture GameWindow's empty bootstrap GpuWorldState. Add a replacement-owner regression test covering the exact compass-without-blips failure.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-21 06:24:05 +02:00
parent e02acb870c
commit f4cf802330
5 changed files with 90 additions and 17 deletions

View file

@ -2264,7 +2264,7 @@ public sealed class GameWindow : IDisposable
coordinatesOnRadar: () => _persistedGameplay.CoordinatesOnRadar,
uiLocked: () => _persistedGameplay.LockUI,
playerEntities: () => _entitiesByServerGuid,
copySpatialCandidates: _worldState.CopyLiveEntitiesNearLandblock);
spatialQuery: () => _worldState);
var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200);
_retailChatVm = retailChatVm;
AcDream.App.UI.RetailUiPersistenceBindings? persistence = _settingsStore is null

View file

@ -3,6 +3,7 @@ using System.Linq;
using System.Numerics;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Rendering.Wb;
using AcDream.App.World;
using AcDream.Core.World;
namespace AcDream.App.Streaming;
@ -39,7 +40,7 @@ namespace AcDream.App.Streaming;
/// Threading: not thread-safe. All calls must happen on the render thread.
/// </remarks>
/// </summary>
public sealed class GpuWorldState
public sealed class GpuWorldState : ILiveEntitySpatialQuery
{
private readonly LandblockSpawnAdapter? _wbSpawnAdapter;
private readonly EntityScriptActivator? _entityScriptActivator;

View file

@ -1,4 +1,5 @@
using System.Numerics;
using AcDream.App.World;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Physics.Motion;
@ -29,7 +30,7 @@ public sealed class RadarSnapshotProvider
private readonly Func<bool> _coordinatesOnRadar;
private readonly Func<bool> _uiLocked;
private readonly Func<uint, RadarRelationshipTraits>? _relationshipFor;
private readonly Action<uint, int, List<KeyValuePair<uint, WorldEntity>>>? _copySpatialCandidates;
private readonly Func<ILiveEntitySpatialQuery?>? _spatialQuery;
private readonly List<KeyValuePair<uint, WorldEntity>> _candidateScratch = new();
public RadarSnapshotProvider(
@ -44,7 +45,7 @@ public sealed class RadarSnapshotProvider
Func<bool> uiLocked,
Func<uint, RadarRelationshipTraits>? relationshipFor = null,
Func<IReadOnlyDictionary<uint, WorldEntity>>? playerEntities = null,
Action<uint, int, List<KeyValuePair<uint, WorldEntity>>>? copySpatialCandidates = null)
Func<ILiveEntitySpatialQuery?>? spatialQuery = null)
{
_objects = objects ?? throw new ArgumentNullException(nameof(objects));
_worldEntities = worldEntities ?? throw new ArgumentNullException(nameof(worldEntities));
@ -57,7 +58,7 @@ public sealed class RadarSnapshotProvider
_coordinatesOnRadar = coordinatesOnRadar ?? throw new ArgumentNullException(nameof(coordinatesOnRadar));
_uiLocked = uiLocked ?? throw new ArgumentNullException(nameof(uiLocked));
_relationshipFor = relationshipFor;
_copySpatialCandidates = copySpatialCandidates;
_spatialQuery = spatialQuery;
}
public UiRadarSnapshot BuildSnapshot()
@ -90,12 +91,16 @@ public sealed class RadarSnapshotProvider
float range = RetailRadar.GetRangeMeters(isOutside);
_candidateScratch.Clear();
if (_copySpatialCandidates is not null)
// Retained UI mounts before the production GpuWorldState. Resolve the
// spatial owner per snapshot just like the live dictionaries above;
// retaining a method group here binds forever to the empty bootstrap
// state and produces a working compass with no object blips.
if (_spatialQuery?.Invoke() is { } spatialQuery)
{
// Retail radar is at most 75 metres while a landblock is 192
// metres wide. The current block plus its eight neighbours is a
// complete broadphase (the cheap spatial pre-filter).
_copySpatialCandidates(playerCellId, 1, _candidateScratch);
spatialQuery.CopyLiveEntitiesNearLandblock(playerCellId, 1, _candidateScratch);
}
else
{

View file

@ -0,0 +1,16 @@
using AcDream.Core.World;
namespace AcDream.App.World;
/// <summary>
/// Read-only spatial broadphase for live server-object projections.
/// Consumers resolve this owner late because <c>GameWindow</c> replaces its
/// empty bootstrap world state after retained UI construction.
/// </summary>
public interface ILiveEntitySpatialQuery
{
void CopyLiveEntitiesNearLandblock(
uint centerCellOrLandblockId,
int landblockRadius,
List<KeyValuePair<uint, WorldEntity>> destination);
}