acdream/src/AcDream.App/Interaction/SelectionInteractionTransport.cs
Erik f5f7b4177f refactor(runtime): own interaction transactions
Move use throttling, appraisal identity, queued interactions, and exact post-arrival pickup state beneath RuntimeActionState. Keep App as the picker, movement, transport, and retained-presentation adapter while preserving retail send and UseDone ordering. Add reset, disposal, GUID-reuse, callback-reentrancy, and transport-failure coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:13:09 +02:00

52 lines
1.4 KiB
C#

using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Interaction;
internal sealed class WorldSessionSelectionInteractionTransport(
Func<WorldSession?> session)
: IRuntimeInteractionTransport
{
private readonly Func<WorldSession?> _session = session
?? throw new ArgumentNullException(nameof(session));
public bool IsInWorld =>
_session()?.CurrentState == WorldSession.State.InWorld;
public bool TrySendUse(uint serverGuid, out uint sequence)
{
WorldSession? live = _session();
if (live?.CurrentState != WorldSession.State.InWorld)
{
sequence = 0u;
return false;
}
sequence = live.NextGameActionSequence();
live.SendGameAction(InteractRequests.BuildUse(sequence, serverGuid));
return true;
}
public bool TrySendPickup(
uint itemGuid,
uint destinationContainerId,
int placement,
out uint sequence)
{
WorldSession? live = _session();
if (live?.CurrentState != WorldSession.State.InWorld)
{
sequence = 0u;
return false;
}
sequence = live.NextGameActionSequence();
live.SendGameAction(InteractRequests.BuildPickUp(
sequence,
itemGuid,
destinationContainerId,
placement));
return true;
}
}