acdream/src/AcDream.App/Rendering
Erik 0b25df53df refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2)
Step 2 of the extraction sequence in docs/architecture/code-structure.md
§4. Lifts DNS resolution + WorldSession instantiation + wireEvents
callback + per-frame Tick + Dispose out of GameWindow.TryStartLiveSession
into a dedicated AcDream.App.Net.LiveSessionController.

What moves:
  - DNS resolution (IPAddress.TryParse + Dns.GetHostAddresses fallback,
    IPv4 preferred) → LiveSessionController.ResolveEndpoint
  - WorldSession instantiation → LiveSessionController.CreateAndWire
  - "live: connecting to ..." console line → CreateAndWire
  - Try/catch around the setup phase → CreateAndWire (separate from the
    Connect/EnterWorld try block that stays in GameWindow)
  - Per-frame _liveSession?.Tick() → _liveSessionController?.Tick()
  - OnClosing _liveSession?.Dispose() → _liveSessionController?.Dispose()

What stays in GameWindow:
  - The 25+ event subscriptions (extracted into a new private
    WireLiveSessionEvents method that the controller invokes via callback)
  - The Connect → CharacterList → EnterWorld → post-EnterWorld setup dance
    (touches Chat, _playerServerGuid, _vitalsVm, _worldState, _settingsStore,
    _settingsVm, _playerModeAutoEntry; moving these would balloon Step 2's
    scope and risk surface)
  - All 60+ outbound _liveSession.Send* call sites (touch the field by
    name; LiveSessionController.Session is the controller-side mirror)

The _liveSession field remains as a convenience handle synced with
_liveSessionController.Session; it tracks the same WorldSession instance.

Behavior preservation:
  - Same DNS-resolution sequence, same "live: connecting to ..." line,
    same wiring-vs-Connect ordering as pre-refactor.
  - Same 25+ event subscriptions in the same order, byte-for-byte.
  - Same Connect/EnterWorld error handling (the catch block stays in
    GameWindow because it disposes _combatChatTranslator which is also
    a GameWindow field).

Closes #76.

One subtle nullable-flow fix the compiler required: the chat-bus
lambda's `var liveSession = _liveSession;` capture became
`var liveSession = session;` (the non-null parameter) so the compiler
can prove non-null inside the lambda body. Both pointed to the same
WorldSession instance; only the static analysis changed.

Verification:
  - dotnet build green
  - dotnet test: AcDream.App.Tests 10/10, Core.Net.Tests 294/294,
    UI.Abstractions.Tests 419/419 — all green. Core.Tests 1073/1081
    (same 8 pre-existing physics failures as baseline; unrelated).
  - Live ACE session against +Acdream verified end-to-end:
    * Connection + handshake + EnterWorld
    * Door double-click → OnLiveMotionUpdated round-trip
      (cmd=0x000B open / cmd=0x000C close)
    * NPC double-click → outbound Use
    * Ground item F-key pickup × 4 successful (Amaranth, Comfrey,
      Damiana, Dragonsblood)
    * Spawn stream + chat channels + remote-entity motion all healthy
    * Clean OnClosing → controller.Dispose

Walking-range auto-walk + pickup-overshoot bugs observed during
verification are pre-existing (filed as #77); they live in
PlayerMovementController.DriveServerAutoWalk / threshold logic
which this refactor did not touch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 16:15:57 +02:00
..
Shaders fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset) 2026-05-10 15:49:05 +02:00
Sky refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
Vfx feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms 2026-05-12 00:02:16 +02:00
Wb fix(perf #N6.1): gate gpu_us read on diag for symmetric toggle behavior 2026-05-11 11:28:22 +02:00
BitmapFont.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
CameraController.cs feat(app): Phase B.2 — CameraController chase mode 2026-04-12 14:29:47 +02:00
CellVisibility.cs feat(render): portal-based EnvCell visibility (Step 4) 2026-04-13 22:20:52 +02:00
ChaseCamera.cs fix(camera): pin chase-camera Z to last-grounded while airborne 2026-04-26 18:23:02 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
FlyCamera.cs feat(app): slow default fly speed and add Shift-boost 2026-04-11 19:19:12 +02:00
FrustumCuller.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
GameWindow.cs refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2) 2026-05-17 16:15:57 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ParticleRenderer.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
SamplerCache.cs refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
SceneLightingUboBinding.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
Shader.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TerrainAtlas.cs feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2) 2026-05-10 08:43:06 +02:00
TerrainModernRenderer.cs feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2) 2026-05-10 08:43:06 +02:00
TextRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TextureCache.cs docs(perf): Phase N.6 slice 1 — radius=12 baseline + surface dump path 2026-05-11 12:34:10 +02:00