acdream/src/AcDream.App/UI/GameplayConfirmationController.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
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>
2026-07-27 18:29:28 +02:00

102 lines
3.8 KiB
C#

using AcDream.App.UI.Layout;
using AcDream.Core.Net.Messages;
namespace AcDream.App.UI;
/// <summary>
/// Ports the server-driven confirmation ownership in
/// <c>gmGamePlayUI @ 0x004E9D70..0x004E9EB6</c>. The dialog factory broadcasts
/// completion; this semantic owner retains the server type/context and sends the
/// matching confirmation response.
/// </summary>
public sealed class GameplayConfirmationController : IDisposable
{
private readonly RetailDialogFactory _dialogs;
private readonly Action<uint, uint, bool> _sendResponse;
private uint _dialogContext;
private uint _serverType;
private uint _serverContext;
private bool _disposed;
public GameplayConfirmationController(
RetailDialogFactory dialogs,
Action<uint, uint, bool> sendResponse)
{
_dialogs = dialogs ?? throw new ArgumentNullException(nameof(dialogs));
_sendResponse = sendResponse ?? throw new ArgumentNullException(nameof(sendResponse));
_dialogs.DialogClosed += OnDialogClosed;
}
public uint ActiveDialogContext => _dialogContext;
public bool HandleRequest(GameEvents.CharacterConfirmationRequest request)
{
// ClientUISystem::Handle_Character__ConfirmationRequest @ 0x005640A0
// routes types 2/3/5/6 to handlers that append " Continue?"; the generic
// type-7 YesNo request preserves the server text verbatim. Types 1 and 4
// have allegiance/fellowship semantic owners but use the same response
// tuple, so this controller retains that tuple until those panels exist.
// Each retail RecvNotice_* handler stores the tuple before calling the
// shared maker, including the already-open case.
_serverType = request.Type;
_serverContext = request.ContextId;
// gmGamePlayUI::MakeGameplayConfirmationDialog @ 0x004EB890 refuses a
// second gameplay confirmation while its context is non-zero.
if (_dialogContext != 0u)
return false;
string message = request.Type is 2u or 3u or 5u or 6u
? request.Message + " Continue?"
: request.Message;
var data = RetailDialogData.Confirmation(message)
.Set(RetailDialogProperty.ElementAttribute40, true);
_dialogContext = _dialogs.MakeDialog(data);
return _dialogContext != 0u;
}
public bool HandleDone(GameEvents.CharacterConfirmationDone done)
{
// gmGamePlayUI::RecvNotice_AbortConfirmationRequest @ 0x004E9D70
// matches both server fields before closing the local dialog context.
if (_dialogContext == 0u
|| done.Type != _serverType
|| done.ContextId != _serverContext)
return false;
return _dialogs.CloseDialog(_dialogContext);
}
/// <summary>
/// Forget any tuple left after the dialog factory has completed its normal
/// retail close/reset callbacks.
/// </summary>
public void ResetSession()
{
_dialogContext = 0u;
_serverType = 0u;
_serverContext = 0u;
}
public void Dispose()
{
if (_disposed) return;
_disposed = true;
_dialogs.DialogClosed -= OnDialogClosed;
}
private void OnDialogClosed(uint context, RetailDialogData data)
{
if (context != _dialogContext
|| data.GetUInt32(RetailDialogProperty.Type) !=
(uint)RetailDialogType.Confirmation)
return;
bool accepted = data.GetBoolean(RetailDialogProperty.ConfirmationResult);
// gmGamePlayUI::CloseGameplayConfirmationDialog @ 0x004E9E80 sends
// before clearing its retained server/dialog context fields.
_sendResponse(_serverType, _serverContext, accepted);
_dialogContext = 0u;
_serverType = 0u;
_serverContext = 0u;
}
}