This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
142 lines
4.8 KiB
C#
142 lines
4.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using AcDream.Core.Net;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Retained port of retail <c>gmLinkStatusUI</c>. LayoutDesc owns the page and
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/// chrome; this controller owns its five-second text refresh and 120-second
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/// ping cadence.
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/// </summary>
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public sealed class LinkStatusUiController : IRetainedPanelController
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{
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public const uint LayoutId = 0x2100001Du;
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public const uint RootId = 0x10000167u;
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public const uint MainTextId = 0x10000169u;
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public const uint CloseId = 0x100000FCu;
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private const double UpdateIntervalSeconds = 5d;
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private const double PingIntervalSeconds = 120d;
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private readonly UiText _mainText;
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private readonly UiButton? _close;
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private readonly Func<LinkStatusSnapshot> _snapshot;
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private readonly Func<double> _currentTime;
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private readonly Action _requestPing;
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private readonly LinkStatusStrings _strings;
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private IReadOnlyList<UiText.Line> _lines = Array.Empty<UiText.Line>();
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private double _nextUpdateTime = -1d;
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private double _lastPingRequestTime = -1d;
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private bool _pleaseRequestPing;
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private bool _visible;
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private LinkStatusUiController(
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ImportedLayout layout,
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Func<LinkStatusSnapshot> snapshot,
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Func<double> currentTime,
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Action requestPing,
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LinkStatusStrings strings,
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Action? close)
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{
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_mainText = (UiText)layout.FindElement(MainTextId)!;
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_close = layout.FindElement(CloseId) as UiButton;
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_snapshot = snapshot;
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_currentTime = currentTime;
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_requestPing = requestPing;
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_strings = strings;
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_mainText.LinesProvider = () => _lines;
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if (_close is not null) _close.OnClick = close;
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}
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public static LinkStatusUiController? Bind(
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ImportedLayout layout,
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Func<LinkStatusSnapshot> snapshot,
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Func<double> currentTime,
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Action requestPing,
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LinkStatusStrings strings,
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Action? close = null)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(snapshot);
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ArgumentNullException.ThrowIfNull(currentTime);
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ArgumentNullException.ThrowIfNull(requestPing);
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ArgumentNullException.ThrowIfNull(strings);
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return layout.FindElement(MainTextId) is UiText
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? new LinkStatusUiController(
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layout, snapshot, currentTime, requestPing, strings, close)
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: null;
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}
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/// <summary>
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/// Port of <c>gmLinkStatusUI::ListenToGlobalMessage @ 0x004AB110</c>.
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/// </summary>
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public void Tick()
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{
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if (!_visible) return;
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double now = _currentTime();
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if (!double.IsFinite(now) || now < _nextUpdateTime) return;
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_nextUpdateTime = now + UpdateIntervalSeconds;
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Update(now);
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}
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public void OnShown()
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{
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_visible = true;
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_pleaseRequestPing = true;
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Update(_currentTime());
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}
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public void OnHidden()
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{
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_visible = false;
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_pleaseRequestPing = false;
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}
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private void Update(double now)
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{
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LinkStatusSnapshot value = _snapshot();
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string ping = value.RoundTripSeconds is double seconds
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&& double.IsFinite(seconds)
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&& seconds >= 0d
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? (seconds * 1000d).ToString("F0", CultureInfo.CurrentCulture)
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: "????";
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string body = _strings.Description
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+ _strings.Legend
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+ _strings.DisconnectWarning
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+ _strings.PacketLossPrefix
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+ value.PacketLossPercentage.ToString("F2", CultureInfo.CurrentCulture)
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+ _strings.PingPrefix
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+ ping;
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_lines = IndicatorDetailText.Shape(_mainText, body);
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if (!double.IsFinite(now)) return;
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bool periodicPing = _lastPingRequestTime >= 0d
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&& now - _lastPingRequestTime >= PingIntervalSeconds;
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if (!_pleaseRequestPing && !periodicPing) return;
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_lastPingRequestTime = now;
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_pleaseRequestPing = false;
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_requestPing();
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}
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public void Dispose()
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{
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if (_close is not null) _close.OnClick = null;
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}
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}
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public sealed record LinkStatusStrings(
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string Description,
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string Legend,
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string DisconnectWarning,
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string PacketLossPrefix,
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string PingPrefix)
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{
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public static LinkStatusStrings English { get; } = new(
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"The Link Indicator shows the current status of your connection to the game servers.",
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"\n\nGREEN = your link is good.\nYELLOW = no packets for at least 5 sec.\nRED = no packets for at least 20 sec.",
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"\n\nIf approximately forty seconds pass without receiving a packet, you will be disconnected from the server.",
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"\n\n\nPacket loss for the last 10 sec: ",
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"\n\nRoundtrip Ping time to Server: ");
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}
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