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