Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies. Co-authored-by: Codex <codex@openai.com>
95 lines
2.8 KiB
C#
95 lines
2.8 KiB
C#
using AcDream.App.Rendering;
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using AcDream.App.World;
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namespace AcDream.App.Composition;
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/// <summary>
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/// Named Phase-7 external edges. Releases run in reverse order; completed
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/// edges are removed immediately so an incomplete cleanup retries only the
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/// remaining work.
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/// </summary>
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internal sealed class SessionPlayerRuntimeBindings : IDisposable
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{
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private readonly List<(string Name, IDisposable Binding)> _bindings = [];
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private bool _deactivationStarted;
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public void Adopt(string name, IDisposable binding)
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{
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ArgumentException.ThrowIfNullOrWhiteSpace(name);
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ArgumentNullException.ThrowIfNull(binding);
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ObjectDisposedException.ThrowIf(_deactivationStarted, this);
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_bindings.Add((name, binding));
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}
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public void BindEntityReady(
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EquippedChildRenderController source,
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Action<LiveEntityReadyCandidate> handler)
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{
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ArgumentNullException.ThrowIfNull(source);
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ArgumentNullException.ThrowIfNull(handler);
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source.EntityReady += handler;
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Adopt(
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"equipped-child entity ready",
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new DelegateBinding(() => source.EntityReady -= handler));
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}
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public void BindAppearanceApplied(
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LiveEntityHydrationController source,
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Action<uint> handler)
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{
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ArgumentNullException.ThrowIfNull(source);
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ArgumentNullException.ThrowIfNull(handler);
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source.AppearanceApplied += handler;
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Adopt(
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"live appearance applied",
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new DelegateBinding(() => source.AppearanceApplied -= handler));
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}
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public void Dispose()
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{
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if (_deactivationStarted && _bindings.Count == 0)
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return;
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_deactivationStarted = true;
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List<Exception>? failures = null;
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for (int i = _bindings.Count - 1; i >= 0; i--)
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{
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(string name, IDisposable binding) = _bindings[i];
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try
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{
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binding.Dispose();
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_bindings.RemoveAt(i);
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}
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catch (Exception failure)
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{
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(failures ??= []).Add(new InvalidOperationException(
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$"Session/player binding '{name}' did not detach.",
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failure));
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}
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}
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if (failures is not null)
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{
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throw new AggregateException(
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"Session/player binding cleanup remains incomplete.",
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failures);
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}
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}
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private sealed class DelegateBinding : IDisposable
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{
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private Action? _release;
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public DelegateBinding(Action release) =>
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_release = release ?? throw new ArgumentNullException(nameof(release));
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public void Dispose()
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{
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Action? release = _release;
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if (release is null)
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return;
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release();
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_release = null;
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}
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}
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}
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