Lifts 13 startup-time environment variables out of GameWindow.cs into a
single typed AcDream.App.RuntimeOptions record read once in Program.cs.
Behavior-preservation only — no live behavior change, no visual change.
Verified end-to-end against ACE on 127.0.0.1:9000: full M1 demo loop
(walk Holtburg, click door, click NPC, portal entry) plus DEVTOOLS
ImGui panels load cleanly.
Why: GameWindow.cs is 10,304 LOC and scattered Environment.GetEnvironmentVariable
calls were one of the structural smells called out in the new
"Code Structure Rules" doc. Typed options is the safest cut to make
first because the substitution is mechanical and parsing semantics
get pinned by unit tests.
What lands:
- CLAUDE.md: removed stale R1→R8 execution-phases line, replaced with
pointers to the milestones doc + strategic roadmap (the actual
source of truth). Tightened the "check ALL FOUR references"
section to describe WB as the production rendering base, not
just a reference. New "Code Structure Rules" section (6 rules)
captures the discipline we're committing to.
- docs/architecture/acdream-architecture.md: removed dangling link
to the deleted memory/project_ui_architecture.md.
- docs/architecture/code-structure.md (NEW, 376 LOC): rationale for
the 6 rules + 6-step extraction sequence
(RuntimeOptions → LiveSessionController → LiveEntityRuntime →
SelectionInteractionController → RenderFrameOrchestrator →
GameEntity aggregation). This PR is Step 1.
- src/AcDream.App/RuntimeOptions.cs (NEW, 100 LOC): typed record
with FromEnvironment(string) factory and Parse(datDir, env)
overload for testability. Covers ACDREAM_LIVE, _TEST_HOST/PORT/
USER/PASS, _DEVTOOLS, _DUMP_MOVE_TRUTH, _NO_AUDIO,
_ENABLE_SKY_PES, _HIDE_PART, _RETAIL_CLOSE_DEGRADES,
_DUMP_SCENERY_Z, _STREAM_RADIUS.
- src/AcDream.App/Program.cs: builds RuntimeOptions once, passes
to GameWindow.
- src/AcDream.App/Rendering/GameWindow.cs: ctor takes RuntimeOptions;
7 startup-cached env-var fields become expression-bodied
properties or direct _options.X reads; TryStartLiveSession,
audio init, legacy stream-radius branch all route through
_options.
- tests/AcDream.App.Tests/ (NEW project, 10 unit tests + csproj):
pins parser semantics — default-off bools, the literal "0"
gate for RETAIL_CLOSE_DEGRADES, the >=0 guard for
STREAM_RADIUS, null-vs-empty for user/pass, exact-"1" check
for diagnostic flags. Registered in AcDream.slnx.
Out of scope (per code-structure.md §4):
- Per-call-site ACDREAM_DUMP_* / _REMOTE_VEL_DIAG diagnostic reads
sprinkled through GameWindow (~40 sites). Rule 5 in CLAUDE.md
commits us to migrating these opportunistically as larger
extractions land, not in a bulk pass.
- AcDream.Core's project-reference to Chorizite.OpenGLSDLBackend.
Only the stateless .Lib namespace is used; tightening the project
reference is documented as future work in code-structure.md §2.
Build: green.
Tests: AcDream.App.Tests 10/10 ✓, Core.Net.Tests 294/294 ✓,
UI.Abstractions.Tests 419/419 ✓,
AcDream.Core.Tests 1073/1081 (8 pre-existing failures verified
against pre-refactor baseline by stash-and-rerun).
Visual verification: full M1 demo loop against ACE +Acdream login
including DEVTOOLS panel host load.
Next: Step 2 — extract LiveSessionController per code-structure.md §4.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
16 KiB
acdream — code structure & extraction sequence
Status: Living document. Created 2026-05-16 as the companion to the
"Code Structure Rules" section in CLAUDE.md.
Purpose: Describe the desired structural state of the App layer,
explain the rules we've adopted, and lay out the safe extraction
sequence from today's reality (one 10,304-line GameWindow.cs) to the
target (thin GameWindow, small focused collaborators).
Companion to: acdream-architecture.md
(the layered architecture) and
worldbuilder-inventory.md (what we take
from WB vs port ourselves).
1. The structural problem we're solving
The layered architecture works: AcDream.Core is GL-free, the network
layer is wire-compatible, the UI has a stable contract, plugins load.
The structural debt is concentrated in one file:
src/AcDream.App/Rendering/GameWindow.cs 10,304 lines
GameWindow is the single object that:
- Owns the GL context, the window, input, and shaders.
- Reads ~40 different environment variables across its lifetime.
- Hosts the live network session (
WorldSession) and the offline pre-login state. - Owns parallel dictionaries for entity lookup (
_entitiesByServerGuid, the per-landblock entity lists inGpuWorldState, plus the player controller's own state). - Drives selection / interaction (
WorldPicker,SendUse,SendPickUp). - Drives per-frame render orchestration (sky → terrain → opaque mesh → transparent mesh → particles → debug lines → UI).
- Wires up every plugin hook sink, every diagnostic, every panel.
Almost every M1 / M2 bug touches this file. Every new feature adds a field plus a method plus a wiring call. It is not getting better on its own.
The fix is not "rewrite GameWindow in one pass" — that's a
high-risk change that would block M2. The fix is to extract one
collaborator at a time, verify behavior is unchanged, ship, and
move on. This document defines that sequence.
2. Code Structure Rules — the discipline
Recap of the rules from CLAUDE.md with the rationale:
Rule 1: No new substantial feature bodies in GameWindow.cs
Why: Every line we add to GameWindow makes the eventual decomposition
harder. New features that "live in" GameWindow instead of being
extracted are the reason the file is 10k lines.
How to apply: A new feature gets its own class under
src/AcDream.App/<Subsystem>/ (or deeper in AcDream.Core if it's pure
logic). GameWindow owns a field and a wiring call, nothing more. If
you find yourself adding a 200-line method to GameWindow, stop and
extract.
Exemption: Trivial wiring that must stay in GameWindow because
it touches GL state during OnLoad is acceptable, but should still
delegate to a collaborator for the substance.
Rule 2: AcDream.Core must not depend on window / GL / backend projects
Why: Core is the GL-free, testable layer. The moment Core imports a GL or windowing namespace, we've lost the ability to test it without a graphics context, and the layer split becomes fiction.
How to apply: The only currently-allowed seams from Core into the WB / GL world are:
WorldBuilder.Shared— stateless helpers (TerrainUtils,TerrainEntry,RegionInfo).Chorizite.OpenGLSDLBackend.Lib— stateless helpers (SceneryHelpers,TextureHelpers).
Both are leaf namespaces with no GL state. If you need a new seam (e.g.
WB's ObjectMeshManager needs to be visible from Core), the change
must come with an inventory-doc update justifying it and ideally a
slim interface in Core that the App layer implements.
Current reality: src/AcDream.Core/AcDream.Core.csproj references
Chorizite.OpenGLSDLBackend (not just OpenGLSDLBackend.Lib). This is
historical. Two Core files import from it:
World/SceneryGenerator.cs—Chorizite.OpenGLSDLBackend.LibTextures/SurfaceDecoder.cs—Chorizite.OpenGLSDLBackend.Lib
Both use the stateless Lib namespace only. The full project reference
is wider than it needs to be; tightening it to just WorldBuilder.Shared
- a stateless-helpers shim is a candidate future cut, but not urgent.
Rule 3: UI panels target AcDream.UI.Abstractions only
Why: This is the one rule that keeps D.2b (the future retail-look
backend) viable. Every panel that imports ImGuiNET directly is a panel
we'd have to rewrite when the backend swaps.
How to apply: A panel's using block must mention
AcDream.UI.Abstractions.* and nothing from AcDream.UI.ImGui. The
panel writes against IPanelRenderer. The ImGuiPanelRenderer
translates those calls to ImGui at runtime. Plugin-facing UI follows the
same rule.
Rule 4: Startup env vars enter through RuntimeOptions
Why: Environment variables are global mutable state. Reading them
at random call sites means (a) duplicated Environment.GetEnvironmentVariable
boilerplate, (b) no single place to see "what flags does the client
respond to?", (c) impossible to unit-test parsing.
How to apply: src/AcDream.App/RuntimeOptions.cs is the typed
options object. Program.cs builds it once from args + env and passes
it to GameWindow. New startup flags add a field to RuntimeOptions
and a parser in RuntimeOptions.FromEnvironment. They don't add
Environment.GetEnvironmentVariable reads.
Scope: RuntimeOptions is for startup-time configuration —
things that don't change once the window is up. Runtime diagnostic
toggles are Rule 5's domain.
Rule 5: Runtime diagnostic toggles live in diagnostic owner classes
Why: Diagnostic flags (ACDREAM_DUMP_MOTION, ACDREAM_PROBE_*,
etc.) need to be both env-readable at startup and runtime-toggleable
from the DebugPanel. Per-call-site env reads can't be runtime-toggled.
How to apply: Today's template is
src/AcDream.Core/Physics/PhysicsDiagnostics.cs — one static class with
typed Probe* properties read from env vars once at startup, plus
runtime setters that the DebugPanel binds. New diagnostic flags follow
this shape, not the per-call-site pattern that dominates GameWindow.cs.
Cleanup direction: The dozens of existing ACDREAM_DUMP_* reads
inside GameWindow.cs are tech debt. We do NOT bulk-migrate them as
part of this refactor — they're working, they're scattered, and
moving them carries risk without a current acceptor. We migrate them
opportunistically: when a GameWindow extraction lands and a diagnostic
moves with it, route it through the new owner's diagnostic class.
Rule 6: Tests live in the project matching the layer
Why: Test discoverability + dependency hygiene. A test for a Core class belongs next to other Core tests; a test for an App class belongs in an App test project. Co-locating tests across layers makes the dependency graph dishonest.
How to apply: One test project per source project that has tests. Today:
tests/AcDream.Core.Tests/←src/AcDream.Core/tests/AcDream.Core.Net.Tests/←src/AcDream.Core.Net/tests/AcDream.UI.Abstractions.Tests/←src/AcDream.UI.Abstractions/
AcDream.App does not yet have a test project. The RuntimeOptions
extraction is the trigger to create tests/AcDream.App.Tests/. Future
App-layer tests (LiveSessionController, SelectionInteractionController,
etc.) go there.
3. Target structure of the App layer
The end state — not what we're shipping in one pass, but the shape we're aiming at.
src/AcDream.App/
├── Program.cs # parse args + env → RuntimeOptions, build GameWindow
├── RuntimeOptions.cs # typed startup options (Rule 4)
├── Rendering/
│ ├── GameWindow.cs # thin: GL/window lifecycle + delegates per-frame to RenderFrameOrchestrator
│ ├── RenderFrameOrchestrator.cs # per-frame draw order (sky → terrain → opaque → trans → particles → debug → UI)
│ ├── TerrainModernRenderer.cs # (already exists)
│ ├── TextureCache.cs # (already exists)
│ ├── ParticleRenderer.cs # (already exists)
│ ├── Sky/ # (already exists)
│ ├── Wb/ # (already exists — WB seam)
│ └── Vfx/ # (already exists)
├── Net/
│ └── LiveSessionController.cs # owns WorldSession lifecycle, login/handshake, reconnect
├── World/
│ └── LiveEntityRuntime.cs # owns per-entity state dicts + ServerGuid↔entity.Id translation
├── Interaction/
│ └── SelectionInteractionController.cs # owns WorldPicker, selection state, Use/PickUp dispatch
├── Streaming/ # (already exists)
├── Input/ # (already exists)
├── Audio/ # (already exists)
└── Plugins/ # (already exists)
What GameWindow keeps:
IWindow/GL/IInputContextlifecycle (constructor +OnLoad+Run+OnClosing).RuntimeOptionsreference (the typed startup config).- One field per collaborator (
_liveSessionController,_liveEntityRuntime,_selectionInteraction,_renderFrameOrchestrator). - The Silk.NET event-handler stubs that delegate to collaborators.
What GameWindow loses:
- The 7 startup-time env var fields → moved into
RuntimeOptions. TryStartLiveSession+ the post-login network drain → moved intoLiveSessionController._entitiesByServerGuid+ per-entity dictionaries + ServerGuid↔Id translation → moved intoLiveEntityRuntime.WorldPicker+_selectedGuid+SendUse/SendPickUp→ moved intoSelectionInteractionController.- Per-frame draw orchestration → moved into
RenderFrameOrchestrator.
The eventual GameEntity aggregation (target state described in
acdream-architecture.md §"GameEntity: The Unified Entity") happens
after LiveEntityRuntime is the single owner of entity state.
Until then, the parallel-dicts problem is bounded inside one class
instead of spread across GameWindow.
4. Extraction sequence — safest first
Each step is one PR-sized refactor. Each must build clean, all tests pass, and visual verification at Holtburg looks identical to the previous step. Don't bundle two steps.
Step 1 — RuntimeOptions (this PR)
Scope: Replace startup-time env var reads with a typed options
object built once in Program.cs.
Behavior change: None. Same env vars, same defaults, same effects.
Risk: Low. Mechanical substitution at ~10-15 call sites in
GameWindow.cs + one constructor signature change.
Test: Unit tests for RuntimeOptions.FromEnvironment parsing (the
new tests/AcDream.App.Tests/ project).
Verification: dotnet build + dotnet test green. Visual launch
verifies live mode + dat dir resolution still work.
Step 2 — LiveSessionController
Scope: Extract TryStartLiveSession + the WorldSession ownership +
the post-EnterWorld drain (OnLiveStateUpdated, OnLiveEntityDeleted,
etc.) into a controller class.
Behavior change: None. Same wire behavior, same handshake.
Risk: Medium. WorldSession lifecycle is load-bearing — every session-state crash would surface here. The change is a class extraction with the same event subscriptions, not a rewrite.
Test: Existing AcDream.Core.Net.Tests already cover the wire
layer. The controller itself gets a smoke test that verifies it can be
constructed without a live socket (offline mode).
Verification: Visual login + Holtburg traversal + door interaction identical to pre-extraction.
Step 3 — LiveEntityRuntime (or EntityRuntimeRegistry)
Scope: Centralize the parallel dictionaries — _entitiesByServerGuid,
the streaming entity lists, the player controller's player entity —
into one owner. Surface the ServerGuid↔entity.Id translation as a
single API (eliminating the trap from L.2g slice 1c).
Behavior change: None.
Risk: Medium-high. Entity lookup is in every hot path. The change is structural (one owner instead of three) but the lookup semantics must be byte-identical.
Test: Entity-spawn / despawn / lookup tests in
tests/AcDream.App.Tests/. Existing visual verification at Holtburg
catches any drift in interaction.
Verification: Walk Holtburg, click NPC, open door, pick up item. All four M1 demo targets must still work.
Step 4 — SelectionInteractionController
Scope: Extract WorldPicker, _selectedGuid, SendUse,
SendPickUp, and the InputAction.Select* / UseSelected /
SelectionPickUp switch cases into one controller. Depends on Step 3
(uses LiveEntityRuntime).
Behavior change: None.
Risk: Low-medium. Selection state is local to interactions; the
network outbound side is well-defined (InteractRequests.BuildUse /
BuildPickUp).
Test: Selection state machine tests in tests/AcDream.App.Tests/.
Verification: Click-to-select, double-click-to-Use, F-key pickup all still work.
Step 5 — RenderFrameOrchestrator
Scope: Extract the per-frame draw sequence (sky → terrain →
opaque mesh → translucent mesh → particles → debug → UI) into a
dedicated orchestrator that GameWindow.OnRender delegates to.
Behavior change: None. Same draw order, same GL state.
Risk: Medium. GL state management is touchy; the orchestrator must hand the GL context to the same renderers in the same order with the same per-pass state setup.
Test: Visual verification only. Render orchestration is hard to unit-test without a GL context.
Verification: Holtburg at radius 4, radius 8, radius 12 looks identical across all four quality presets.
Step 6 — GameEntity aggregation (the big one)
Scope: Consolidate WorldEntity + AnimatedEntity + the per-entity
state in LiveEntityRuntime into one GameEntity class (the target
described in acdream-architecture.md). Every entity in the world —
player, NPC, monster, door, item — becomes a single GameEntity.
Behavior change: None at the wire / visual level; substantial at the call-site level (everyone moves to the new entity API).
Risk: High. Touches every system that reads entity state.
Test: All existing tests + the new AcDream.App.Tests suite. Visual
verification at every M1 / M2 scenario.
Verification: Full M2 demo loop (equip sword, kill drudge, pick up loot, open inventory) works identically.
5. Rules of the road during the extraction
- One step at a time. A PR that ships Step 1 ships only Step 1. Bundling steps makes failures hard to isolate.
- Behavior preservation is the acceptance criterion. Every step must build clean, all tests pass, and visual verification at the appropriate M1 / M2 scenarios must succeed. We're moving code, not changing it.
- No new features during an extraction step. If you spot a real
bug while extracting, file it in
docs/ISSUES.mdand address it in a separate commit (before or after the extraction, not folded into it). - Diagnostic toggle migrations are opportunistic. When a method moves to a new owner, the diagnostic flag inside it can move to a diagnostic class as part of the same commit. We do not do a bulk diagnostic-cleanup pass.
- Update this document when the plan changes. If Step 3 turns out to need a different shape than described above, update §4 in the same session you discover the divergence.
6. What this document is not
- Not a full rewrite plan. The point is the opposite — small steps, verified at each boundary.
- Not blocking M2. Step 1 is small enough to ship without disrupting M2 work. Later steps interleave with M2 / M3 phases as the corresponding code paths come into focus.
- Not a substitute for the milestones / roadmap. Those drive the feature work. This drives the structural work that runs underneath.