refactor(runtime): own interaction transactions

Move use throttling, appraisal identity, queued interactions, and exact post-arrival pickup state beneath RuntimeActionState. Keep App as the picker, movement, transport, and retained-presentation adapter while preserving retail send and UseDone ordering. Add reset, disposal, GUID-reuse, callback-reentrancy, and transport-failure coverage.

Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-26 11:13:09 +02:00
parent be73bccf5a
commit f5f7b4177f
31 changed files with 1365 additions and 432 deletions

View file

@ -153,7 +153,7 @@ public sealed class CursorFeedbackControllerTests
var objects = SeedTargetObjects();
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -190,7 +190,7 @@ public sealed class CursorFeedbackControllerTests
objects.Get(Source)!.TargetType = (uint)ItemType.Misc; // a tool that targets items
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -230,7 +230,7 @@ public sealed class CursorFeedbackControllerTests
var objects = SeedTargetObjects();
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -260,7 +260,7 @@ public sealed class CursorFeedbackControllerTests
var objects = SeedTargetObjects();
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,

View file

@ -1,6 +1,7 @@
using AcDream.App.UI;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.UI;
@ -32,6 +33,7 @@ public sealed class ItemInteractionControllerTests
public readonly CombatState Combat = new();
public readonly StackSplitQuantityState SplitQuantity = new();
public readonly InventoryTransactionState SharedTransactions;
public readonly RuntimeInteractionTransactionState RuntimeTransactions;
public uint SelectedObject;
public bool NonCombatMode;
public bool DragOnPlayerOpensSecureTrade = true;
@ -56,10 +58,12 @@ public sealed class ItemInteractionControllerTests
});
Objects.MoveItem(Pack, Player, 0);
SharedTransactions = new InventoryTransactionState(Objects);
RuntimeTransactions = new RuntimeInteractionTransactionState(
SharedTransactions);
Controller = new ItemInteractionController(
Objects,
SharedTransactions,
RuntimeTransactions,
new InteractionState(),
playerGuid: () => Player,
sendUse: requestUse is null ? Uses.Add : null,
@ -338,10 +342,12 @@ public sealed class ItemInteractionControllerTests
var objects = new ClientObjectTable();
using var transactions =
new InventoryTransactionState(new ClientObjectTable());
using var runtimeTransactions =
new RuntimeInteractionTransactionState(transactions);
Assert.Throws<ArgumentException>(() => new ItemInteractionController(
objects,
transactions,
runtimeTransactions,
new InteractionState(),
playerGuid: () => Player,
sendUse: null,

View file

@ -858,7 +858,7 @@ public sealed class AppraisalUiControllerTests
List<uint> sent)
=> new(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => 0x50000002u,
sendUse: null,

View file

@ -106,7 +106,7 @@ public sealed class ExternalContainerControllerTests
Interaction = new ItemInteractionController(
Objects,
new InventoryTransactionState(Objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(Objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: Uses.Add,

View file

@ -508,7 +508,7 @@ public class InventoryControllerTests
var appraisals = new List<uint>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -546,7 +546,7 @@ public class InventoryControllerTests
objects.Get(0xA)!.Useability = 0x000A0008u;
var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -716,7 +716,7 @@ public class InventoryControllerTests
var pickups = new List<(uint item, uint container, int placement)>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -762,7 +762,7 @@ public class InventoryControllerTests
var eventOrder = new List<(string Kind, uint Item, ulong Token)>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -815,7 +815,7 @@ public class InventoryControllerTests
var eventOrder = new List<(string Kind, uint Item)>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -874,7 +874,7 @@ public class InventoryControllerTests
var messages = new List<string>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -944,7 +944,7 @@ public class InventoryControllerTests
var messages = new List<string>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -1008,7 +1008,7 @@ public class InventoryControllerTests
var merges = new List<(uint Source, uint Target, uint Amount)>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -1069,7 +1069,7 @@ public class InventoryControllerTests
var splits = new List<(uint Item, uint Container, uint Placement, uint Amount)>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -1117,7 +1117,7 @@ public class InventoryControllerTests
var puts = new List<(uint Item, uint Container, int Placement)>();
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -1158,7 +1158,7 @@ public class InventoryControllerTests
SeedContained(objects, loot, chest, slot: 0, type: ItemType.Misc);
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,
@ -1198,7 +1198,7 @@ public class InventoryControllerTests
SeedContained(objects, loot, chest, slot: 0, type: ItemType.Misc);
using var interaction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: null,

View file

@ -52,7 +52,7 @@ public class PaperdollControllerTests
{
var itemInteraction = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
() => Player,
sendUse: null,

View file

@ -265,7 +265,7 @@ public class ToolbarControllerTests
var useWithTarget = new List<(uint Source, uint Target)>();
var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
playerGuid: () => player,
sendUse: null,
@ -332,7 +332,7 @@ public class ToolbarControllerTests
var directPuts = new List<(uint Item, uint Container, int Placement)>();
using var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
playerGuid: () => player,
sendUse: null,
@ -382,7 +382,7 @@ public class ToolbarControllerTests
var messages = new List<string>();
using var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
playerGuid: () => player,
sendUse: null,
@ -512,7 +512,7 @@ public class ToolbarControllerTests
uint selected = item;
var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
() => player,
sendUse: uses.Add,
@ -571,7 +571,7 @@ public class ToolbarControllerTests
var selection = new SelectionState();
using var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
() => player,
sendUse: null,
@ -637,7 +637,7 @@ public class ToolbarControllerTests
var wields = new List<(uint Item, uint Location)>();
using var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
() => player,
sendUse: null,
@ -804,7 +804,7 @@ public class ToolbarControllerTests
var appraisals = new List<uint>();
using var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
playerGuid: () => player,
sendUse: null,
@ -854,7 +854,7 @@ public class ToolbarControllerTests
uint sentTarget = 0;
var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
() => player,
sendUse: null,
@ -897,7 +897,7 @@ public class ToolbarControllerTests
repo.MoveItem(item, pack, 0);
var interaction = new ItemInteractionController(
repo,
new InventoryTransactionState(repo),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
new InteractionState(),
() => player,
sendUse: null,

View file

@ -18,7 +18,7 @@ public sealed class RetailItemConfirmationControllerTests
var uses = new List<uint>();
var items = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: uses.Add,
@ -54,7 +54,7 @@ public sealed class RetailItemConfirmationControllerTests
var uses = new List<uint>();
var items = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: uses.Add,
@ -84,7 +84,7 @@ public sealed class RetailItemConfirmationControllerTests
var messages = new List<string>();
var items = new ItemInteractionController(
objects,
new InventoryTransactionState(objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: uses.Add,

View file

@ -163,7 +163,7 @@ public sealed class RetailUiInteractionFlowTests
{
var interaction = new ItemInteractionController(
Objects,
new InventoryTransactionState(Objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(Objects)),
new InteractionState(),
playerGuid: () => Player,
sendUse: Uses.Add,
@ -199,7 +199,7 @@ public sealed class RetailUiInteractionFlowTests
{
itemInteraction ??= new ItemInteractionController(
Objects,
new InventoryTransactionState(Objects),
new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(Objects)),
new InteractionState(),
() => Player,
sendUse: null,