acdream/src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs
Erik 1b4f3bac6b feat(B.6 slice 1): DebugPanel mirror for ProbeAutoWalk checkbox
Wires PhysicsDiagnostics.ProbeAutoWalkEnabled into the DebugVM + ImGui
panel checkbox alongside the existing Probe Resolve / Probe Cell /
Probe BSP hits checkboxes. Following the L.2a + L.2d pattern: the
panel toggle takes effect live (no relaunch needed) because the
diagnostic call sites read the static flag every frame.

Lets the next B.6 trace session toggle the probe via panel checkbox
when ACDREAM_DEVTOOLS=1, without an env-var dance.
2026-05-14 18:03:05 +02:00

354 lines
17 KiB
C#

using System.Numerics;
using AcDream.Core.Combat;
using AcDream.Core.Physics;
namespace AcDream.UI.Abstractions.Panels.Debug;
/// <summary>
/// Severity tag for a single combat-event line in the
/// <see cref="DebugVM.CombatEvents"/> ring. The panel reads this to pick
/// a <c>TextColored</c> rgba per row (yellow info / red warn / deep-red
/// error). Mirrors the same tri-tone the chat panel uses for combat
/// (Phase I.7).
/// </summary>
public enum CombatEventKind
{
/// <summary>You dealt damage / landed a hit. Yellow.</summary>
Info,
/// <summary>An incoming hit you evaded. Red.</summary>
Warn,
/// <summary>You took damage. Deep red.</summary>
Error,
}
/// <summary>
/// Single typed entry in the combat-events ring. <see cref="Timestamp"/>
/// is captured at append time so a future panel revision can fade old
/// entries; for I.2 the panel just renders the text + rgba.
/// </summary>
public readonly record struct CombatEventLine(
DateTime Timestamp,
CombatEventKind Kind,
string Text);
/// <summary>
/// Severity tag for a transient toast message. Mirrors
/// <see cref="CombatEventKind"/> but lives in its own enum so the toast
/// surface can grow (e.g. an "OK" green) without dragging the combat
/// surface along.
/// </summary>
public enum ToastKind
{
Info,
Warn,
Error,
}
/// <summary>Single transient toast message kept in the recent-toasts ring.</summary>
public readonly record struct ToastMessage(
DateTime Timestamp,
ToastKind Kind,
string Text);
/// <summary>
/// ViewModel for the Phase I.2 <see cref="DebugPanel"/>. Read-through
/// (no caching): every property forwards to a <c>Func&lt;T&gt;</c> that
/// the host (<c>GameWindow</c>) wires up at construction. Internal
/// state is limited to (a) the combat-event ring buffer, populated via a
/// self-subscription to <see cref="CombatState"/>'s typed events
/// (replacing the old <c>DebugOverlay.BindCombat</c>); (b) the toast
/// ring; (c) the diagnostic-flag bools the panel exposes as checkboxes.
///
/// <para>
/// Constructor explosion is intentional and acceptable here — the VM
/// lives entirely inside the AcDream.App composition root, not in any
/// plugin-facing surface. A nicer abstraction can come later if more
/// debug panels appear.
/// </para>
/// </summary>
public sealed class DebugVM
{
/// <summary>Maximum number of combat-event lines kept in the ring.</summary>
public const int MaxCombatEvents = 25;
/// <summary>Maximum number of recent toast messages kept in the ring.</summary>
public const int MaxRecentToasts = 25;
private readonly Func<Vector3> _getPlayerPosition;
private readonly Func<float> _getPlayerHeadingDeg;
private readonly Func<uint> _getPlayerCellId;
private readonly Func<bool> _getPlayerOnGround;
private readonly Func<bool> _getInPlayerMode;
private readonly Func<bool> _getInFlyMode;
private readonly Func<float> _getVerticalVelocity;
private readonly Func<int> _getEntityCount;
private readonly Func<int> _getAnimatedCount;
private readonly Func<int> _getLandblocksVisible;
private readonly Func<int> _getLandblocksTotal;
private readonly Func<int> _getShadowObjectCount;
private readonly Func<float> _getNearestObjDist;
private readonly Func<string> _getNearestObjLabel;
private readonly Func<bool> _getColliding;
private readonly Func<bool> _getDebugWireframes;
private readonly Func<int> _getStreamingRadius;
private readonly Func<float> _getMouseSensitivity;
private readonly Func<float> _getChaseDistance;
private readonly Func<bool> _getRmbOrbit;
private readonly Func<string> _getHourName;
private readonly Func<float> _getDayFraction;
private readonly Func<string> _getWeather;
private readonly Func<int> _getActiveLights;
private readonly Func<int> _getRegisteredLights;
private readonly Func<int> _getParticleCount;
private readonly Func<float> _getFps;
private readonly Func<float> _getFrameMs;
private readonly Queue<CombatEventLine> _combatEvents = new();
private readonly Queue<ToastMessage> _toasts = new();
/// <summary>
/// Build a VM bound to live data sources. Every <c>Func</c> is read
/// per-frame by the panel — pass closures that resolve to the
/// authoritative source on each call so the panel always sees fresh
/// state.
/// </summary>
public DebugVM(
Func<Vector3> getPlayerPosition,
Func<float> getPlayerHeadingDeg,
Func<uint> getPlayerCellId,
Func<bool> getPlayerOnGround,
Func<bool> getInPlayerMode,
Func<bool> getInFlyMode,
Func<float> getVerticalVelocity,
Func<int> getEntityCount,
Func<int> getAnimatedCount,
Func<int> getLandblocksVisible,
Func<int> getLandblocksTotal,
Func<int> getShadowObjectCount,
Func<float> getNearestObjDist,
Func<string> getNearestObjLabel,
Func<bool> getColliding,
Func<bool> getDebugWireframes,
Func<int> getStreamingRadius,
Func<float> getMouseSensitivity,
Func<float> getChaseDistance,
Func<bool> getRmbOrbit,
Func<string> getHourName,
Func<float> getDayFraction,
Func<string> getWeather,
Func<int> getActiveLights,
Func<int> getRegisteredLights,
Func<int> getParticleCount,
Func<float> getFps,
Func<float> getFrameMs,
CombatState combat)
{
if (combat is null) throw new ArgumentNullException(nameof(combat));
_getPlayerPosition = getPlayerPosition ?? throw new ArgumentNullException(nameof(getPlayerPosition));
_getPlayerHeadingDeg = getPlayerHeadingDeg ?? throw new ArgumentNullException(nameof(getPlayerHeadingDeg));
_getPlayerCellId = getPlayerCellId ?? throw new ArgumentNullException(nameof(getPlayerCellId));
_getPlayerOnGround = getPlayerOnGround ?? throw new ArgumentNullException(nameof(getPlayerOnGround));
_getInPlayerMode = getInPlayerMode ?? throw new ArgumentNullException(nameof(getInPlayerMode));
_getInFlyMode = getInFlyMode ?? throw new ArgumentNullException(nameof(getInFlyMode));
_getVerticalVelocity = getVerticalVelocity ?? throw new ArgumentNullException(nameof(getVerticalVelocity));
_getEntityCount = getEntityCount ?? throw new ArgumentNullException(nameof(getEntityCount));
_getAnimatedCount = getAnimatedCount ?? throw new ArgumentNullException(nameof(getAnimatedCount));
_getLandblocksVisible = getLandblocksVisible ?? throw new ArgumentNullException(nameof(getLandblocksVisible));
_getLandblocksTotal = getLandblocksTotal ?? throw new ArgumentNullException(nameof(getLandblocksTotal));
_getShadowObjectCount = getShadowObjectCount ?? throw new ArgumentNullException(nameof(getShadowObjectCount));
_getNearestObjDist = getNearestObjDist ?? throw new ArgumentNullException(nameof(getNearestObjDist));
_getNearestObjLabel = getNearestObjLabel ?? throw new ArgumentNullException(nameof(getNearestObjLabel));
_getColliding = getColliding ?? throw new ArgumentNullException(nameof(getColliding));
_getDebugWireframes = getDebugWireframes ?? throw new ArgumentNullException(nameof(getDebugWireframes));
_getStreamingRadius = getStreamingRadius ?? throw new ArgumentNullException(nameof(getStreamingRadius));
_getMouseSensitivity = getMouseSensitivity ?? throw new ArgumentNullException(nameof(getMouseSensitivity));
_getChaseDistance = getChaseDistance ?? throw new ArgumentNullException(nameof(getChaseDistance));
_getRmbOrbit = getRmbOrbit ?? throw new ArgumentNullException(nameof(getRmbOrbit));
_getHourName = getHourName ?? throw new ArgumentNullException(nameof(getHourName));
_getDayFraction = getDayFraction ?? throw new ArgumentNullException(nameof(getDayFraction));
_getWeather = getWeather ?? throw new ArgumentNullException(nameof(getWeather));
_getActiveLights = getActiveLights ?? throw new ArgumentNullException(nameof(getActiveLights));
_getRegisteredLights = getRegisteredLights ?? throw new ArgumentNullException(nameof(getRegisteredLights));
_getParticleCount = getParticleCount ?? throw new ArgumentNullException(nameof(getParticleCount));
_getFps = getFps ?? throw new ArgumentNullException(nameof(getFps));
_getFrameMs = getFrameMs ?? throw new ArgumentNullException(nameof(getFrameMs));
// Self-subscribe to combat events. Each one becomes a typed entry
// in the ring; the panel renders them in TextColored. Replaces
// the old DebugOverlay.BindCombat side-channel.
combat.DamageTaken += d => Push(CombatEventKind.Error,
$"<< {d.AttackerName} hit you for {d.Damage}{(d.Critical ? " CRIT!" : "")}");
combat.DamageDealtAccepted += d => Push(CombatEventKind.Info,
$">> you hit {d.DefenderName} for {d.Damage}");
combat.EvadedIncoming += attacker => Push(CombatEventKind.Warn,
$"<< {attacker}'s attack missed you");
combat.MissedOutgoing += defender => Push(CombatEventKind.Info,
$">> your attack missed {defender}");
combat.AttackDone += (_, weenieError) =>
{
if (weenieError != 0)
Push(CombatEventKind.Error, $"!! attack failed (error 0x{weenieError:X})");
};
combat.KillLanded += (victim, _) =>
Push(CombatEventKind.Info, $"** you killed {victim}");
}
// ── Read-through value surfaces ───────────────────────────────────
public Vector3 PlayerPosition => _getPlayerPosition();
public float HeadingDeg => _getPlayerHeadingDeg();
public uint CellId => _getPlayerCellId();
public bool OnGround => _getPlayerOnGround();
public bool InPlayerMode => _getInPlayerMode();
public bool InFlyMode => _getInFlyMode();
public float VerticalVelocity => _getVerticalVelocity();
public int EntityCount => _getEntityCount();
public int AnimatedCount => _getAnimatedCount();
public int LandblocksVisible => _getLandblocksVisible();
public int LandblocksTotal => _getLandblocksTotal();
public int ShadowObjectCount => _getShadowObjectCount();
public float NearestObjDist => _getNearestObjDist();
public string NearestObjLabel => _getNearestObjLabel();
public bool Colliding => _getColliding();
public bool DebugWireframes => _getDebugWireframes();
public int StreamingRadius => _getStreamingRadius();
public float MouseSensitivity => _getMouseSensitivity();
public float ChaseDistance => _getChaseDistance();
public bool RmbOrbit => _getRmbOrbit();
public string HourName => _getHourName();
public float DayFraction => _getDayFraction();
public string Weather => _getWeather();
public int ActiveLights => _getActiveLights();
public int RegisteredLights => _getRegisteredLights();
public int ParticleCount => _getParticleCount();
public float Fps => _getFps();
public float FrameMs => _getFrameMs();
// ── Diagnostic toggles (env-var-style runtime flags) ───────────────
/// <summary>Mirror of <c>ACDREAM_DUMP_MOTION</c>; flipped at runtime via the panel.</summary>
public bool DumpMotion { get; set; }
/// <summary>Mirror of <c>ACDREAM_DUMP_VITALS</c>.</summary>
public bool DumpVitals { get; set; }
/// <summary>Mirror of <c>ACDREAM_DUMP_OPCODES</c>.</summary>
public bool DumpOpcodes { get; set; }
/// <summary>Mirror of <c>ACDREAM_DUMP_SKY</c>.</summary>
public bool DumpSky { get; set; }
// L.2a slice 1 (2026-05-12): unlike DumpMotion/Vitals/Opcodes/Sky
// above (which are display-only mirrors of sticky-at-startup env
// vars), these forward directly to the PhysicsDiagnostics statics,
// so checkbox toggles take effect on the next physics resolve.
/// <summary>
/// Runtime mirror of <c>PhysicsDiagnostics.ProbeResolveEnabled</c>
/// (env var <c>ACDREAM_PROBE_RESOLVE</c>). Toggling here flips the
/// resolver probe live — no relaunch required.
/// </summary>
public bool ProbeResolve
{
get => PhysicsDiagnostics.ProbeResolveEnabled;
set => PhysicsDiagnostics.ProbeResolveEnabled = value;
}
/// <summary>
/// Runtime mirror of <c>PhysicsDiagnostics.ProbeCellEnabled</c>
/// (env var <c>ACDREAM_PROBE_CELL</c>). Toggling here flips the
/// cell-transit probe live.
/// </summary>
public bool ProbeCell
{
get => PhysicsDiagnostics.ProbeCellEnabled;
set => PhysicsDiagnostics.ProbeCellEnabled = value;
}
/// <summary>
/// L.2d slice 1 (2026-05-13). Runtime mirror of
/// <c>PhysicsDiagnostics.ProbeBuildingEnabled</c> (env var
/// <c>ACDREAM_PROBE_BUILDING</c>). Toggling here flips the per-hit
/// <c>[resolve-bldg]</c> diagnostic + the registration-time
/// <c>[entity-source]</c> log lines. Heavy when enabled — emits one
/// multi-line entry per BSP hit per physics tick.
/// </summary>
public bool ProbeBuilding
{
get => PhysicsDiagnostics.ProbeBuildingEnabled;
set => PhysicsDiagnostics.ProbeBuildingEnabled = value;
}
/// <summary>
/// B.6 slice 1 (2026-05-14). Runtime mirror of
/// <c>PhysicsDiagnostics.ProbeAutoWalkEnabled</c> (env var
/// <c>ACDREAM_PROBE_AUTOWALK</c>). Toggling here flips the
/// <c>[autowalk-out]</c> / <c>[autowalk-mt]</c> / <c>[autowalk-up]</c>
/// trace used to characterize ACE's behavior during a server-
/// initiated auto-walk (issue #63). Low volume when off — only the
/// local player's events are filtered through the probe.
/// </summary>
public bool ProbeAutoWalk
{
get => PhysicsDiagnostics.ProbeAutoWalkEnabled;
set => PhysicsDiagnostics.ProbeAutoWalkEnabled = value;
}
// ── Action hooks invoked by panel buttons ──────────────────────────
/// <summary>
/// Cycle the time-of-day debug override (matches the old F7
/// behavior — none → midnight → dawn → noon → dusk → none). Wired
/// by <c>GameWindow</c>; null when no host is available (tests).
/// </summary>
public Action? CycleTimeOfDay { get; set; }
/// <summary>
/// Cycle the weather-kind debug override (matches the old F10
/// behavior — clear → overcast → rain → snow → storm).
/// </summary>
public Action? CycleWeather { get; set; }
/// <summary>
/// Toggle the collision-wires debug renderer. Same effect as the
/// old F2 keybind, which we keep as a hotkey alias.
/// </summary>
public Action? ToggleCollisionWires { get; set; }
/// <summary>
/// Phase K.2 — toggle the free-fly camera. Lets a user opt out of
/// the auto-entered chase camera (e.g. to inspect a remote part of
/// the world without the player following) without needing to find
/// the Ctrl+F* debug binding. Wired by <c>GameWindow</c> to the
/// same routine the legacy F-key fly toggle invokes.
/// </summary>
public Action? ToggleFlyMode { get; set; }
// ── Combat event ring + toast ring ─────────────────────────────────
/// <summary>
/// Snapshot view of the combat-event ring. Oldest-first; the panel
/// can iterate and render each line through <c>TextColored</c>
/// based on <see cref="CombatEventLine.Kind"/>.
/// </summary>
public IReadOnlyCollection<CombatEventLine> CombatEvents => _combatEvents;
/// <summary>Snapshot view of the recent-toasts ring (oldest-first).</summary>
public IReadOnlyCollection<ToastMessage> RecentToasts => _toasts;
/// <summary>
/// Append a toast message to the ring. Cap at
/// <see cref="MaxRecentToasts"/>; oldest entries drop. The panel's
/// "Recent toasts" section reads this; no on-screen flash for I.2.
/// </summary>
public void AddToast(string text, ToastKind kind = ToastKind.Info)
{
if (string.IsNullOrEmpty(text)) return;
_toasts.Enqueue(new ToastMessage(DateTime.UtcNow, kind, text));
while (_toasts.Count > MaxRecentToasts)
_toasts.Dequeue();
}
private void Push(CombatEventKind kind, string text)
{
_combatEvents.Enqueue(new CombatEventLine(DateTime.UtcNow, kind, text));
while (_combatEvents.Count > MaxCombatEvents)
_combatEvents.Dequeue();
}
}