Pass WorldGameState and WorldEvents into GameWindow so OnLoad fires
FireEntitySpawned and Add for each hydrated entity. SmokePlugin now
subscribes to EntitySpawned in Enable(), unsubscribes in Disable(),
and logs the replay count at subscribe time and total seen at disable.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds WorldEntitySnapshot, IGameState, IEvents abstractions; WorldEvents
implements replay-on-subscribe with per-handler exception swallowing;
WorldGameState tracks entities; AppPluginHost exposes all three; stubs
wired in Program.cs to keep build green ahead of Task 9 live wiring.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Addresses final code review of phase-1 branch (Important I-1, I-3):
- Move plugin Enable() loop inside the same try block as GameWindow.Run,
and wrap each Enable() in per-plugin try/catch mirroring the Disable
loop. Previously, a plugin Enable() throwing would skip the finally
block entirely: plugins that had already enabled would never get
disabled, Serilog would never flush, and the exception would escape
ungracefully. Now Enable failures are logged and contained, and
shutdown always runs.
- Add a comment at the Get<LandBlock> call in GameWindow.OnLoad explaining
why TryGet was avoided (the [MaybeNullWhen(false)] nullable-generic
analysis trips TreatWarningsAsErrors).
I-2 (camera aspect doesn't update on window resize) deferred to Phase 2.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Phase 1 MVP end-to-end. Program.cs initializes Serilog, builds an
AppPluginHost that hands plugins a SerilogAdapter (IPluginLogger),
discovers plugins from the App's output plugins/ dir, loads each via
PluginLoader, calls Enable on all of them before opening the GameWindow,
and calls Disable in a finally block on shutdown.
AcDream.Plugins.Smoke is a new first-party plugin that logs through
the host during Initialize / Enable / Disable. Its csproj references
the abstractions with Private=false + ExcludeAssets=runtime to avoid
shipping a second copy of AcDream.Plugin.Abstractions.dll (which would
break ALC type identity). An MSBuild Target on the App project copies
the plugin DLL into plugins/AcDream.Plugins.Smoke/ and writes the
plugin.json manifest next to it.
Smoke verified against real dats. Console output observed:
[INF] scanning plugins in ...\plugins
[INF] smoke plugin initialized
[INF] loaded plugin acdream.smoke (Smoke Plugin)
[INF] smoke plugin enabled
loaded landblock 0xA9B4FFFF
<window renders terrain>
[INF] smoke plugin disabled (on shutdown)
Phase 1 done.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
GameWindow now owns a DatCollection + TerrainRenderer. On load it
opens the dat directory passed as argv[0] (or ACDREAM_DAT_DIR), finds
Holtburg (landblock 0xA9B4FFFF) by default with a fallback to the
first landblock in the cell b-tree, builds the CPU mesh from
LandblockMesh.Build, and uploads VBO+EBO+VAO with a 3f/3f/2f attribute
layout. No draw call yet — shader and matrix uniforms land in Task 9.
Enabled AllowUnsafeBlocks on the App csproj so the fixed-buffer upload
in TerrainRenderer compiles. Uses dats.Get<LandBlock>(id) instead of
TryGet(..., out T) to sidestep the [MaybeNullWhen(false)] analysis that
TreatWarningsAsErrors was flagging.
Smoke verified against the real retail dats: prints
"loaded landblock 0xA9B4FFFF" and the window stays alive with no GL
errors or exceptions.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Minimal Silk.NET window wiring: 1280x720, OpenGL 4.3 core profile,
VSync, dark navy clear color, Escape to close. No rendering beyond
the clear call — terrain and shader land in Tasks 8 and 9.
Manual smoke: process starts, stays alive past GL context creation,
produces no stderr, no uncaught exceptions. Actual visual check
will happen end-to-end after Task 10.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>