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>
Adds a 2-stage GLSL shader (vertex + fragment), a Shader helper that
compiles/links and exposes SetMatrix4 for uniforms, and an OrbitCamera
with yaw/pitch/distance and a 192-unit-centered target for a single
landblock. TerrainRenderer now takes a Shader and issues an actual
DrawElements call with uView + uProjection uniforms. GameWindow owns
the Shader and Camera, routes mouse drag to camera yaw/pitch, and
scroll wheel to camera distance.
The fragment shader maps world Z to a green-brown-white ramp so
lowlands read green, midlands brown, and peaks white — no textures
yet, but enough to visually confirm the terrain shape.
Shaders are copied to the output dir via a <None Update> item group.
Smoke verified against real dats: process stays alive with no GL
errors, no shader compile/link failures, and no exception trail.
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>