refactor(core): D.5.3/B.2 — move ShortcutStore to Core.Items (decouple Load from the wire type)
Matches the ClientObjectTable model-placement convention; Load now takes (slot,objGuid) pairs so the store has no Core.Net dependency. + self-drop wire-count assert + comment fix. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 32 additions and 28 deletions
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src/AcDream.Core/Items/ShortcutStore.cs
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src/AcDream.Core/Items/ShortcutStore.cs
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using System;
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using System.Collections.Generic;
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namespace AcDream.Core.Items;
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/// <summary>
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/// Mutable client-side model of the 18 toolbar shortcut slots — port of retail
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/// <c>ShortCutManager::shortCuts_[18]</c> (acclient.h:36492). Holds the bound object guid per
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/// slot (0 = empty). Loaded from the login shortcut list, then mutated by drag-drop (lift
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/// removes, drop places); the server is notified via AddShortcut/RemoveShortcut so the store
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/// stays the client's source of truth within a session (retail: client owns the array).
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/// Item shortcuts only — entries with ObjGuid 0 (spell-only) are skipped on Load. Pure model
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/// (no Core.Net dependency): callers project their wire entries to (slot, objGuid) pairs.
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/// </summary>
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public sealed class ShortcutStore
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{
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public const int SlotCount = 18;
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private readonly uint[] _objIds = new uint[SlotCount];
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/// <summary>Replace all slots from a (slot, objectGuid) sequence (item entries only;
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/// ObjGuid 0 and out-of-range slots are skipped).</summary>
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public void Load(IEnumerable<(int Slot, uint ObjGuid)> entries)
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{
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Array.Clear(_objIds);
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foreach (var (slot, objGuid) in entries)
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if ((uint)slot < SlotCount && objGuid != 0) _objIds[slot] = objGuid;
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}
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/// <summary>Bound object guid at <paramref name="slot"/>, or 0 (empty / out of range).</summary>
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public uint Get(int slot) => (uint)slot < SlotCount ? _objIds[slot] : 0u;
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public bool IsEmpty(int slot) => Get(slot) == 0u;
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public void Set(int slot, uint objId) { if ((uint)slot < SlotCount) _objIds[slot] = objId; }
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public void Remove(int slot) { if ((uint)slot < SlotCount) _objIds[slot] = 0u; }
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}
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