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>
185 lines
8 KiB
C#
185 lines
8 KiB
C#
using System.Numerics;
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using AcDream.App.World;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Physics.Motion;
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using AcDream.Core.Ui;
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using AcDream.Core.World;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Joins acdream's existing two-table world model into the immutable projected frame
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/// consumed by <see cref="UiRadar"/>. This is the App-layer equivalent of retail's
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/// <c>gmRadarUI::DrawObjects</c> object-maintenance walk: Core still owns every
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/// AC-specific classification and math decision, while the retained widget remains a
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/// backend-only renderer.
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/// </summary>
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public sealed class RadarSnapshotProvider
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{
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private static readonly Vector2 ProductionCenter = new(60f, 60f);
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private readonly ClientObjectTable _objects;
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private readonly ILiveEntityRadarSource _liveEntities;
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private readonly Func<IReadOnlyDictionary<uint, WorldSession.EntitySpawn>> _spawns;
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private readonly Func<uint> _playerGuid;
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private readonly Func<float> _playerYawRadians;
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private readonly Func<uint> _playerCellId;
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private readonly Func<uint?> _selectedGuid;
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private readonly Func<bool> _coordinatesOnRadar;
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private readonly Func<bool> _uiLocked;
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private readonly Func<uint, RadarRelationshipTraits>? _relationshipFor;
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private readonly Func<ILiveEntitySpatialQuery?>? _spatialQuery;
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private readonly List<KeyValuePair<uint, WorldEntity>> _candidateScratch = new();
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public RadarSnapshotProvider(
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ClientObjectTable objects,
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ILiveEntityRadarSource liveEntities,
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Func<IReadOnlyDictionary<uint, WorldSession.EntitySpawn>> spawns,
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Func<uint> playerGuid,
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Func<float> playerYawRadians,
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Func<uint> playerCellId,
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Func<uint?> selectedGuid,
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Func<bool> coordinatesOnRadar,
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Func<bool> uiLocked,
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Func<uint, RadarRelationshipTraits>? relationshipFor = null,
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Func<ILiveEntitySpatialQuery?>? spatialQuery = null)
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{
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_objects = objects ?? throw new ArgumentNullException(nameof(objects));
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_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
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_spawns = spawns ?? throw new ArgumentNullException(nameof(spawns));
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_playerGuid = playerGuid ?? throw new ArgumentNullException(nameof(playerGuid));
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_playerYawRadians = playerYawRadians ?? throw new ArgumentNullException(nameof(playerYawRadians));
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_playerCellId = playerCellId ?? throw new ArgumentNullException(nameof(playerCellId));
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_selectedGuid = selectedGuid ?? throw new ArgumentNullException(nameof(selectedGuid));
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_coordinatesOnRadar = coordinatesOnRadar ?? throw new ArgumentNullException(nameof(coordinatesOnRadar));
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_uiLocked = uiLocked ?? throw new ArgumentNullException(nameof(uiLocked));
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_relationshipFor = relationshipFor;
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_spatialQuery = spatialQuery;
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}
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public UiRadarSnapshot BuildSnapshot()
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{
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// The retained UI mounts before LiveEntityRuntime during GameWindow
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// startup. Resolve these canonical projections per snapshot so the
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// provider observes that runtime once it is installed, rather than
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// retaining the bootstrap empty-map sentinels forever.
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IReadOnlyDictionary<uint, WorldSession.EntitySpawn> spawns = _spawns();
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bool uiLocked = _uiLocked();
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uint playerGuid = _playerGuid();
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if (playerGuid == 0u
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|| !_liveEntities.TryGetMaterialized(
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playerGuid,
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out WorldEntity playerEntity))
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return UiRadarSnapshot.Empty with { UiLocked = uiLocked };
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float heading = MoveToMath.HeadingFromYaw(_playerYawRadians());
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uint playerCellId = _playerCellId();
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bool isOutside = RadarCoordinates.TryFromCell(playerCellId, out var playerCoordinates);
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string? coordinates = _coordinatesOnRadar() && isOutside
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? playerCoordinates.CombinedText
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: null;
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uint playerPwd = spawns.TryGetValue(playerGuid, out var playerSpawn)
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? playerSpawn.ObjectDescriptionFlags ?? 0u
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: 0u;
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var playerTraits = RadarObjectTraits.FromPublicWeenieDescription(
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(uint)(_objects.Get(playerGuid)?.Type ?? ItemType.None), playerPwd);
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float range = RetailRadar.GetRangeMeters(isOutside);
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_candidateScratch.Clear();
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// Retained UI mounts before the production GpuWorldState. Resolve the
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// spatial owner per snapshot just like the live dictionaries above;
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// retaining a method group here binds forever to the empty bootstrap
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// state and produces a working compass with no object blips.
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if (_spatialQuery?.Invoke() is { } spatialQuery)
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{
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// Retail radar is at most 75 metres while a landblock is 192
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// metres wide. The current block plus its eight neighbours is a
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// complete broadphase (the cheap spatial pre-filter).
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spatialQuery.CopyLiveEntitiesNearLandblock(playerCellId, 1, _candidateScratch);
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}
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else
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{
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_liveEntities.CopyVisibleTo(_candidateScratch);
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}
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var blips = new List<UiRadarBlip>(Math.Min(_candidateScratch.Count, 64));
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foreach (var pair in _candidateScratch)
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{
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uint guid = pair.Key;
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if (guid == playerGuid)
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continue;
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var entity = pair.Value;
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if (!_liveEntities.TryGetVisible(guid, out WorldEntity? visibleEntity)
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|| !ReferenceEquals(entity, visibleEntity))
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{
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continue;
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}
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var clientObject = _objects.Get(guid);
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spawns.TryGetValue(guid, out var spawn);
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byte? rawBehavior = clientObject?.RadarBehavior ?? spawn.RadarBehavior;
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if (rawBehavior is null
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|| !RetailRadar.IsShowable((RadarBehavior)rawBehavior.Value, hasPhysicsObject: true))
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{
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continue;
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}
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uint itemType = (uint)(clientObject?.Type ?? ItemType.None);
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if (itemType == 0u)
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itemType = spawn.ItemType ?? 0u;
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uint pwd = spawn.ObjectDescriptionFlags ?? 0u;
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byte colorOverride = clientObject?.RadarBlipColor ?? spawn.RadarBlipColor ?? 0;
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var traits = RadarObjectTraits.FromPublicWeenieDescription(
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itemType, pwd, colorOverride);
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var relationship = _relationshipFor?.Invoke(guid) ?? default;
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relationship = relationship with
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{
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PlayerIsPlayerKiller = playerTraits.IsPlayerKiller,
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PlayerIsPkLite = playerTraits.IsPkLite,
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};
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var shape = RetailRadar.GetBlipShape(traits, relationship);
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if (shape == RadarBlipShape.Undef)
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continue;
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Vector3 playerSpace = MoveToMath.GlobalToLocalVec(
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playerEntity.Rotation,
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entity.Position - playerEntity.Position);
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if (!RetailRadar.TryProject(
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playerSpace,
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ProductionCenter,
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RadarController.RadarPixelRadius,
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range,
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out var projection))
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{
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continue;
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}
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var color = RadarBlipColors.For(traits, relationship)
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.DimRgb(projection.RgbMultiplier);
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string? name = clientObject?.Name;
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if (string.IsNullOrEmpty(name))
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name = spawn.Name ?? $"0x{guid:X8}";
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blips.Add(new UiRadarBlip(
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ObjectId: guid,
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Name: name,
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PixelX: projection.Pixel.X,
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PixelY: projection.Pixel.Y,
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Color: new Vector4(color.Red, color.Green, color.Blue, color.Alpha),
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Shape: shape,
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Selected: _selectedGuid() == guid));
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}
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return new UiRadarSnapshot(
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PlayerHeadingDegrees: heading,
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Blips: blips,
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CoordinatesText: coordinates,
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BlankBlips: false,
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UiLocked: uiLocked);
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}
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}
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