Step 2 of the extraction sequence in docs/architecture/code-structure.md
§4. Lifts DNS resolution + WorldSession instantiation + wireEvents
callback + per-frame Tick + Dispose out of GameWindow.TryStartLiveSession
into a dedicated AcDream.App.Net.LiveSessionController.
What moves:
- DNS resolution (IPAddress.TryParse + Dns.GetHostAddresses fallback,
IPv4 preferred) → LiveSessionController.ResolveEndpoint
- WorldSession instantiation → LiveSessionController.CreateAndWire
- "live: connecting to ..." console line → CreateAndWire
- Try/catch around the setup phase → CreateAndWire (separate from the
Connect/EnterWorld try block that stays in GameWindow)
- Per-frame _liveSession?.Tick() → _liveSessionController?.Tick()
- OnClosing _liveSession?.Dispose() → _liveSessionController?.Dispose()
What stays in GameWindow:
- The 25+ event subscriptions (extracted into a new private
WireLiveSessionEvents method that the controller invokes via callback)
- The Connect → CharacterList → EnterWorld → post-EnterWorld setup dance
(touches Chat, _playerServerGuid, _vitalsVm, _worldState, _settingsStore,
_settingsVm, _playerModeAutoEntry; moving these would balloon Step 2's
scope and risk surface)
- All 60+ outbound _liveSession.Send* call sites (touch the field by
name; LiveSessionController.Session is the controller-side mirror)
The _liveSession field remains as a convenience handle synced with
_liveSessionController.Session; it tracks the same WorldSession instance.
Behavior preservation:
- Same DNS-resolution sequence, same "live: connecting to ..." line,
same wiring-vs-Connect ordering as pre-refactor.
- Same 25+ event subscriptions in the same order, byte-for-byte.
- Same Connect/EnterWorld error handling (the catch block stays in
GameWindow because it disposes _combatChatTranslator which is also
a GameWindow field).
Closes#76.
One subtle nullable-flow fix the compiler required: the chat-bus
lambda's `var liveSession = _liveSession;` capture became
`var liveSession = session;` (the non-null parameter) so the compiler
can prove non-null inside the lambda body. Both pointed to the same
WorldSession instance; only the static analysis changed.
Verification:
- dotnet build green
- dotnet test: AcDream.App.Tests 10/10, Core.Net.Tests 294/294,
UI.Abstractions.Tests 419/419 — all green. Core.Tests 1073/1081
(same 8 pre-existing physics failures as baseline; unrelated).
- Live ACE session against +Acdream verified end-to-end:
* Connection + handshake + EnterWorld
* Door double-click → OnLiveMotionUpdated round-trip
(cmd=0x000B open / cmd=0x000C close)
* NPC double-click → outbound Use
* Ground item F-key pickup × 4 successful (Amaranth, Comfrey,
Damiana, Dragonsblood)
* Spawn stream + chat channels + remote-entity motion all healthy
* Clean OnClosing → controller.Dispose
Walking-range auto-walk + pickup-overshoot bugs observed during
verification are pre-existing (filed as #77); they live in
PlayerMovementController.DriveServerAutoWalk / threshold logic
which this refactor did not touch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>