acdream/src/AcDream.App/Input/PlayerModeController.cs
Erik 0c5057c9ff fix #435 (part 1): delete 17 probes that outlived their closed investigations
Each of these was temporary apparatus added to chase one bug, and each was
supposed to be deleted in the commit that fixed it. Fourteen closed issues
later they were still here: #337's support/wire-mesh trio, #171's sticky
timeline, #119's viewer and entity dumps, #113's phantom probe, and a dozen
more. 3,493 lines removed; the client now reads 144 environment variables
instead of 161, and 47 temporary probes remain instead of 64.

This is not only tidying. Every probe leaves a branch on its hot path when
unset, several re-read the environment per call rather than caching, and
the volume buries the diagnostics that are actually load-bearing. It is
also a headless correctness matter: HeadlessStaticStateAudit reflects over
PhysicsDiagnostics' flags to refuse a multi-session host when any is set,
and cannot see probes that live outside that owner.

Four files went entirely — WalkMissDiagnostic.cs, CollisionMeshWireframe.cs
and two test files whose only subject was a deleted probe.
TransitionTypes.SetContactPlane also sheds its CallerMemberName /
CallerLineNumber parameters, which existed solely for #337's cpSrc=
attribution and carried the instruction to strip them with the probe
family; no call site passed them, so no behavior changes. F2's collision
overlay survives and reverts to its proxy-cylinder form, which is what
removing the ACDREAM_WIRE_MESH upgrade means.

LaunchOptionsDocumentationTests earned its keep here: it refused the
deletion until docs/launch-options.md moved the 17 rows into Retired and
the frozen direct-read counts came down (PhysicsEngine.cs to zero,
TransitionTypes.cs 3 to 2). The documentation could not drift during a
cleanup this wide.

The 14 probes that name no owning issue are deliberately NOT deleted.
Nothing records when they became safe to remove, and guessing is how a
future investigation loses apparatus it needed; #435 stays open for their
attribution.

Full hermetic suite 15,321 passed / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 11:41:20 +02:00

448 lines
19 KiB
C#

using System.Collections.Immutable;
using System.Linq;
using System.Numerics;
using AcDream.App.Interaction;
using AcDream.App.Net;
using AcDream.App.Physics;
using AcDream.App.Rendering;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Content;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.Core.World;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Input;
/// <summary>
/// Sole writer for local player-mode, movement-controller, physics-host, and
/// chase-camera lifetimes. The window host wires this owner but never mutates
/// those slots directly.
/// </summary>
internal sealed class PlayerModeController :
ILocalPlayerTeleportModeOperations,
IDevToolsPlayerModeTarget
{
private readonly LocalPlayerModeState _mode;
private readonly RuntimeLocalPlayerMovementState _controllerSlot;
private readonly LocalPlayerPhysicsHostSlot _hostSlot;
private readonly ChaseCameraInputState _chase;
private readonly CameraController _camera;
private readonly PhysicsEngine _physics;
private readonly LiveEntityRuntime _liveEntities;
private readonly ILocalPlayerIdentitySource _identity;
private readonly LiveWorldOriginState _origin;
private readonly ILiveEntityMotionRuntimeBindings _motionBindings;
private readonly IDatReaderWriter _dats;
private readonly object _datLock;
private readonly LiveCollisionAssetPublisher _collisionAssets;
private readonly LiveEntityAnimationRuntimeView<LiveEntityAnimationState> _animations;
private readonly LocalPlayerAnimationController _animation;
private readonly LocalPlayerShadowSynchronizer _shadow;
private readonly IPlayerApproachCompletionLifetimeOwner _approachCompletions;
private readonly ILocalPlayerTeleportInputLifetime _input;
private readonly ILiveInWorldSource _session;
private readonly MovementTruthDiagnosticController _movementDiagnostics;
private readonly RuntimeMovementSkillState _skills;
private readonly IViewportAspectSource _viewport;
private PlayerModeAutoEntry? _autoEntry;
private IPlayerApproachCompletionSink? _approachLifetime;
public PlayerModeController(
LocalPlayerModeState mode,
RuntimeLocalPlayerMovementState controllerSlot,
LocalPlayerPhysicsHostSlot hostSlot,
ChaseCameraInputState chase,
CameraController camera,
PhysicsEngine physics,
LiveEntityRuntime liveEntities,
ILocalPlayerIdentitySource identity,
LiveWorldOriginState origin,
ILiveEntityMotionRuntimeBindings motionBindings,
IDatReaderWriter dats,
object datLock,
LiveCollisionAssetPublisher collisionAssets,
LiveEntityAnimationRuntimeView<LiveEntityAnimationState> animations,
LocalPlayerAnimationController animation,
LocalPlayerShadowSynchronizer shadow,
IPlayerApproachCompletionLifetimeOwner approachCompletions,
ILocalPlayerTeleportInputLifetime input,
ILiveInWorldSource session,
MovementTruthDiagnosticController movementDiagnostics,
RuntimeMovementSkillState skills,
IViewportAspectSource viewport)
{
_mode = mode ?? throw new ArgumentNullException(nameof(mode));
_controllerSlot = controllerSlot ?? throw new ArgumentNullException(nameof(controllerSlot));
_hostSlot = hostSlot ?? throw new ArgumentNullException(nameof(hostSlot));
_chase = chase ?? throw new ArgumentNullException(nameof(chase));
_camera = camera ?? throw new ArgumentNullException(nameof(camera));
_physics = physics ?? throw new ArgumentNullException(nameof(physics));
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
_identity = identity ?? throw new ArgumentNullException(nameof(identity));
_origin = origin ?? throw new ArgumentNullException(nameof(origin));
_motionBindings = motionBindings ?? throw new ArgumentNullException(nameof(motionBindings));
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
_datLock = datLock ?? throw new ArgumentNullException(nameof(datLock));
_collisionAssets = collisionAssets ??
throw new ArgumentNullException(nameof(collisionAssets));
_animations = animations ?? throw new ArgumentNullException(nameof(animations));
_animation = animation ?? throw new ArgumentNullException(nameof(animation));
_shadow = shadow ?? throw new ArgumentNullException(nameof(shadow));
_approachCompletions = approachCompletions
?? throw new ArgumentNullException(nameof(approachCompletions));
_input = input ?? throw new ArgumentNullException(nameof(input));
_session = session ?? throw new ArgumentNullException(nameof(session));
_movementDiagnostics = movementDiagnostics
?? throw new ArgumentNullException(nameof(movementDiagnostics));
_skills = skills ?? throw new ArgumentNullException(nameof(skills));
_viewport = viewport ?? throw new ArgumentNullException(nameof(viewport));
}
public PlayerMovementController? Controller => _controllerSlot.Controller;
public Matrix4x4 Projection => _camera.Active.Projection;
public void BindAutoEntry(PlayerModeAutoEntry autoEntry)
{
ArgumentNullException.ThrowIfNull(autoEntry);
if (_autoEntry is not null)
throw new InvalidOperationException("Player-mode auto-entry is already bound.");
_autoEntry = autoEntry;
}
public void Toggle()
{
if (!_session.IsInWorld)
return;
_autoEntry?.Cancel();
if (_mode.IsPlayerMode)
Exit();
else
_ = TryEnter("Tab");
}
public void EnterFromAutoEntry()
{
if (TryEnter("auto-entry"))
{
Console.WriteLine(
$"live: auto-entered player mode for 0x{_identity.ServerGuid:X8}");
}
}
public bool TryEnterPortalSpace()
{
// Portal activation supersedes the login-only guard. Otherwise the
// later auto-entry tick can rebuild this just-created controller and
// replace PortalSpace with the default InWorld state.
_autoEntry?.Cancel();
if (Controller is null && !TryEnter("teleport"))
return false;
// Enter-world round (2026-08-17): the Runtime first-entry conductor
// can have CONSTRUCTED the controller without publishing it yet
// (CandidatePreparing/Sealed/Dormant). A State write in that window
// throws (EnsurePublishedForRuntimeOperation); CanExecuteLiveMovement
// is the documented skip-instead-of-fault predicate for exactly this
// pre-publication login window. Refuse — every caller retries on its
// own tick cadence.
if (Controller is not { CanExecuteLiveMovement: true } controller)
return false;
controller.State = PlayerState.PortalSpace;
return true;
}
/// <summary>
/// Enter-world round (2026-08-17): the login tunnel's portal-space entry.
/// The login wormhole begins before any player-mode entry has happened
/// (retail's camera set simply follows its always-present player), so
/// this first performs the SAME presentation attach the post-reveal
/// auto-entry used to run (<see cref="TryEnter"/> — chase camera, shadow,
/// animation sinks, approach lifetime), then flips into portal space.
/// <see cref="TryEnter"/> itself refuses until the Runtime first-entry
/// conductor commits, so pre-publication calls fail closed and retry.
/// </summary>
public bool TryEnterPortalSpaceForLogin()
{
_autoEntry?.Cancel();
if (!_mode.IsPlayerMode && !TryEnter("login"))
return false;
return TryEnterPortalSpace();
}
public void EnterWorld()
{
if (Controller is { } controller)
controller.State = PlayerState.InWorld;
}
public void Exit()
{
var failures = new List<Exception>();
try { _input.EndMouseLook(); }
catch (Exception error) { failures.Add(error); }
try { _camera.ExitChaseMode(); }
catch (Exception error) { failures.Add(error); }
try { RetireApproachLifetime(); }
catch (Exception error) { failures.Add(error); }
_mode.IsPlayerMode = false;
// C3c: the movement controller is Runtime-owned — player-mode exit
// detaches presentation only; the publication lifecycle (generation
// reset/teardown) owns the controller's retirement.
_hostSlot.Host = null;
_chase.Legacy = null;
_chase.Retail = null;
if (failures.Count != 0)
throw new AggregateException("Player-mode exit was incomplete.", failures);
}
public void ToggleFlyOrChase()
{
_autoEntry?.Cancel();
if (_camera.IsFlyMode
&& _mode.IsPlayerMode
&& _chase.Legacy is { } legacy)
{
_chase.Retail ??= new RetailChaseCamera
{
Aspect = legacy.Aspect,
CollisionProbe = new PhysicsCameraCollisionProbe(_physics),
};
_camera.EnterChaseMode(legacy, _chase.Retail);
return;
}
_camera.ToggleFly();
}
public void ResetSession()
{
_autoEntry?.Cancel();
var failures = new List<Exception>();
try { _camera.ExitChaseMode(); }
catch (Exception error) { failures.Add(error); }
try { RetireApproachLifetime(); }
catch (Exception error) { failures.Add(error); }
_mode.ResetSession();
// C3c: the Runtime generation reset retires the controller through
// RuntimeLocalPlayerMovementState.ResetSession; App detaches
// presentation only.
_hostSlot.Host = null;
_chase.Legacy = null;
_chase.Retail = null;
try { _movementDiagnostics.ResetSession(); }
catch (Exception error) { failures.Add(error); }
try { _shadow.ResetSession(); }
catch (Exception error) { failures.Add(error); }
if (failures.Count != 0)
throw new AggregateException("Player-mode session reset was incomplete.", failures);
}
private bool TryEnter(string loggingTag)
{
uint playerGuid = _identity.ServerGuid;
if (!_liveEntities.TryGetWorldEntity(
playerGuid,
out WorldEntity? playerEntity))
{
Console.WriteLine(
$"live: {loggingTag} — player entity 0x{playerGuid:X8} not found yet");
return false;
}
if (!_liveEntities.TryGetRecord(playerGuid, out LiveEntityRecord playerRecord))
{
Console.WriteLine(
$"live: {loggingTag} — player record 0x{playerGuid:X8} not found yet");
return false;
}
// C3c: player mode attaches presentation to the Runtime-published
// controller/host; until the first-entry conductor commits them,
// entry simply retries on a later frame.
if (_controllerSlot.Controller is not { } publishedController
|| !publishedController.IsRuntimePublished
|| playerRecord.PhysicsHost is not EntityPhysicsHost)
{
Console.WriteLine(
$"live: {loggingTag} — Runtime first-entry controller for "
+ $"0x{playerGuid:X8} not committed yet");
return false;
}
BuildControllerAndCamera(
loggingTag,
playerGuid,
playerEntity,
playerRecord);
return true;
}
private void BuildControllerAndCamera(
string loggingTag,
uint playerGuid,
WorldEntity playerEntity,
LiveEntityRecord playerRecord)
{
// C3c route-1 flip: the movement controller, physics body, host, and
// committed placement are Runtime-owned — constructed and activated
// by the first-entry conductor's publication chain before player
// mode can enter. This method attaches only App presentation
// (approach lifetime, animation bindings, camera, shadow, host
// slot). A failure here rolls back camera/shadow ONLY and never
// touches Runtime. C3c-R1 review F8: auto-entry does NOT retry a
// throw from this attach — PlayerModeAutoEntry.TryEnter disarms its
// one-shot BEFORE invoking EnterPlayerMode, so an exception here
// burns the shot; recovery is the manual Tab entry (or a session
// reset re-arming the trigger).
if (_controllerSlot.Controller is not { } controller
|| !controller.IsRuntimePublished)
{
throw new InvalidOperationException(
$"Player mode ({loggingTag}) requires the Runtime-published "
+ "local movement controller; the first-entry conductor has "
+ "not committed it yet.");
}
if (playerRecord.PhysicsHost is not EntityPhysicsHost playerHost)
{
throw new InvalidOperationException(
$"Player mode ({loggingTag}) requires the Runtime-committed "
+ "local physics host.");
}
IPlayerApproachCompletionSink approachLifetime =
_approachCompletions.BeginControllerLifetime();
bool lifetimeCommitted = false;
bool cameraAttempted = false;
bool shadowAttempted = false;
CameraController.CameraState priorCamera = _camera.CaptureState();
LocalPlayerShadowState.Snapshot? priorShadow = _shadow.Capture();
try
{
// Approach-completion presentation rides the Runtime-owned
// MoveToManager (created by the publication chain's own
// MakeMoveToManager).
if (controller.MoveTo is { } moveTo)
{
moveTo.MoveToComplete = error =>
{
if (error == WeenieError.None)
approachLifetime.PublishNaturalCompletion();
else
approachLifetime.PublishCancellation(error);
};
moveTo.MoveToCancelled = error =>
approachLifetime.PublishCancellation(error);
}
if (_animations.TryGetValue(playerEntity.Id, out LiveEntityAnimationState? animation)
&& animation.Sequencer is { } sequencer)
{
controller.AttachCycleVelocityAccessor(() => sequencer.CurrentVelocity);
controller.ObjectScale = animation.Scale;
controller.AttachAnimationRootMotionSource(
_animation.AdvanceRoot,
_animation.CaptureHooks);
controller.Motion.RemoveLinkAnimations =
sequencer.Manager.HandleEnterWorld;
controller.Motion.InitializeMotionTables =
sequencer.Manager.InitializeState;
controller.Motion.CheckForCompletedMotions =
sequencer.Manager.CheckForCompletedMotions;
controller.Motion.DefaultSink =
new MotionTableDispatchSink(sequencer);
sequencer.Manager.HandleEnterWorld();
// C3c constructs and grounds the Runtime-owned player before
// graphical PartArray presentation attaches. Ground entry can
// therefore enqueue CMotionInterp work while no animation sink
// exists; that work has no matching PartArray completion and
// would permanently sit ahead of later MoveTo/cast motions.
// First let the newly attached PartArray drain every matching
// animation above, then retire only the unmatched pre-attach
// interpreter suffix. In retail both owners exist together,
// so this suffix cannot arise; this is the split-lifetime
// reconciliation at their single attach boundary.
controller.Motion.HandleExitWorld();
}
var legacyCamera = new ChaseCamera { Aspect = _viewport.Aspect };
var retailCamera = new RetailChaseCamera
{
Aspect = _viewport.Aspect,
CollisionProbe = new PhysicsCameraCollisionProbe(_physics),
};
cameraAttempted = true;
_camera.EnterChaseMode(legacyCamera, retailCamera);
shadowAttempted = true;
_shadow.SyncPose(
playerEntity,
controller.Position,
playerEntity.Rotation,
controller.CellId,
force: true);
_hostSlot.Host = playerHost;
_chase.Legacy = legacyCamera;
_chase.Retail = retailCamera;
_mode.IsPlayerMode = true;
_mode.ChaseModeEverEntered = true;
_approachLifetime = approachLifetime;
lifetimeCommitted = true;
}
catch (Exception error)
{
var failures = new List<Exception> { error };
if (shadowAttempted)
{
try { _shadow.Restore(playerEntity, priorShadow); }
catch (Exception cleanupError) { failures.Add(cleanupError); }
}
if (cameraAttempted)
{
try { _camera.RestoreState(priorCamera); }
catch (Exception cleanupError) { failures.Add(cleanupError); }
}
// C3c: presentation-only rollback. The Runtime-published
// controller/body/host stay live — retail has no entry-flow
// rollback. C3c-R1 review F8: this rethrow is NOT retried by
// auto-entry — the one-shot trigger disarms before invoking
// (PlayerModeAutoEntry.TryEnter), and the throw also propagates
// out of the auto-entry context before its world-reveal
// Complete() call. After a failed attach the player re-enters
// via the manual Tab path (or a session reset re-arms the
// trigger).
_mode.IsPlayerMode = false;
_hostSlot.Host = null;
_chase.Legacy = null;
_chase.Retail = null;
if (failures.Count != 1)
throw new AggregateException(
"Player-mode entry failed and rollback was incomplete.",
failures);
throw;
}
finally
{
if (!lifetimeCommitted)
_approachCompletions.RetireControllerLifetime(approachLifetime);
}
}
private void RetireApproachLifetime()
{
if (_approachLifetime is not { } lifetime)
return;
_approachLifetime = null;
_approachCompletions.RetireControllerLifetime(lifetime);
}
}