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>
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5 changed files with 90 additions and 17 deletions
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@ -1,4 +1,5 @@
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using System.Numerics;
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using AcDream.App.World;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Physics.Motion;
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@ -29,7 +30,7 @@ public sealed class RadarSnapshotProvider
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private readonly Func<bool> _coordinatesOnRadar;
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private readonly Func<bool> _uiLocked;
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private readonly Func<uint, RadarRelationshipTraits>? _relationshipFor;
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private readonly Action<uint, int, List<KeyValuePair<uint, WorldEntity>>>? _copySpatialCandidates;
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private readonly Func<ILiveEntitySpatialQuery?>? _spatialQuery;
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private readonly List<KeyValuePair<uint, WorldEntity>> _candidateScratch = new();
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public RadarSnapshotProvider(
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@ -44,7 +45,7 @@ public sealed class RadarSnapshotProvider
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Func<bool> uiLocked,
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Func<uint, RadarRelationshipTraits>? relationshipFor = null,
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Func<IReadOnlyDictionary<uint, WorldEntity>>? playerEntities = null,
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Action<uint, int, List<KeyValuePair<uint, WorldEntity>>>? copySpatialCandidates = null)
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Func<ILiveEntitySpatialQuery?>? spatialQuery = null)
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{
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_objects = objects ?? throw new ArgumentNullException(nameof(objects));
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_worldEntities = worldEntities ?? throw new ArgumentNullException(nameof(worldEntities));
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@ -57,7 +58,7 @@ public sealed class RadarSnapshotProvider
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_coordinatesOnRadar = coordinatesOnRadar ?? throw new ArgumentNullException(nameof(coordinatesOnRadar));
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_uiLocked = uiLocked ?? throw new ArgumentNullException(nameof(uiLocked));
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_relationshipFor = relationshipFor;
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_copySpatialCandidates = copySpatialCandidates;
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_spatialQuery = spatialQuery;
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}
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public UiRadarSnapshot BuildSnapshot()
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@ -90,12 +91,16 @@ public sealed class RadarSnapshotProvider
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float range = RetailRadar.GetRangeMeters(isOutside);
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_candidateScratch.Clear();
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if (_copySpatialCandidates is not null)
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// Retained UI mounts before the production GpuWorldState. Resolve the
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// spatial owner per snapshot just like the live dictionaries above;
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// retaining a method group here binds forever to the empty bootstrap
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// state and produces a working compass with no object blips.
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if (_spatialQuery?.Invoke() is { } spatialQuery)
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{
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// Retail radar is at most 75 metres while a landblock is 192
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// metres wide. The current block plus its eight neighbours is a
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// complete broadphase (the cheap spatial pre-filter).
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_copySpatialCandidates(playerCellId, 1, _candidateScratch);
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spatialQuery.CopyLiveEntitiesNearLandblock(playerCellId, 1, _candidateScratch);
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}
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else
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{
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