acdream/src/AcDream.Runtime/GameRuntime.cs
Erik 9796d71522
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feat(runtime): Slice 5.3 — RuntimeInventoryState owns the vendor browse session
The sole VendorState joins the J4.2 inventory owners: populated by the
new 0x0062 ApproachVendor route (parse via VendorApproach, wire-to-
domain mapping at the routing seam, silent-drop on malformed like every
sibling), borrowed by both graphical and headless hosts, and torn down
through the EXISTING ExternalContainer reset stage — session reset,
portal-out, and logout all funnel through the one mechanism. Close is
client-local per retail (nothing on the wire): a range watcher rides
the existing per-advanced-frame publishMovement callback, using the
vendor's own authored UseRadius (ACE's 0.6 m fallback when absent).
The dormant ItemInteractionController ActiveVendorId seam is finally
wired as a live delegate — real id while open, 0 the moment the
session clears.

AP-160 filed in this same commit: the watcher measures plain 3D center
distance rather than retail's cylinder-gap, because Runtime has no
per-NPC collision radius/height source; bounded sub-meter, client-
local UI only.

Twelve Runtime tests: populate/field mapping, vendor replacement,
range clear + within-range retention, all three generation teardowns,
the ActiveVendorId seam, malformed-event drop. Clean-room complete
solution: 11,302 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-08-07 15:37:12 +02:00

739 lines
27 KiB
C#

using System.Numerics;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Physics;
using AcDream.Runtime.Session;
using AcDream.Runtime.World;
namespace AcDream.Runtime;
public sealed record GameRuntimeDependencies(
IRuntimeCombatAttackOperations CombatAttackOperations,
IRuntimeCombatTargetOperations CombatTargetOperations,
IRuntimeCombatModeOperations CombatModeOperations,
IRuntimeSpellCastOperations SpellCastOperations,
TimeProvider? TimeProvider = null,
Action<string>? Log = null,
Action<string>? TimeSyncDiagnostic = null,
ILiveSessionOperations? SessionOperations = null,
Func<double>? CombatTime = null,
uint FirstLocalEntityId = RuntimeEntityDirectory.FirstLocalEntityId,
int MaximumChatEntries = 500);
[Flags]
public enum GameRuntimeTeardownStage
{
None = 0,
HostLeasesReleased = 1 << 0,
EventsDetached = 1 << 1,
SessionDisposed = 1 << 2,
TransitReset = 1 << 3,
ActionsDisposed = 1 << 4,
MovementDisposed = 1 << 5,
CharacterDisposed = 1 << 6,
InventoryDisposed = 1 << 7,
CommunicationDisposed = 1 << 8,
IdentityDisposed = 1 << 9,
EntityObjectsDisposed = 1 << 10,
Complete =
HostLeasesReleased
| EventsDetached
| SessionDisposed
| TransitReset
| ActionsDisposed
| MovementDisposed
| CharacterDisposed
| InventoryDisposed
| CommunicationDisposed
| IdentityDisposed
| EntityObjectsDisposed,
}
public readonly record struct GameRuntimeOwnershipSnapshot(
bool IsDisposeRequested,
bool IsDisposeDrainActive,
bool IsDisposed,
int HostLeaseCount,
GameRuntimeTeardownStage CompletedTeardownStages,
LiveSessionOwnershipSnapshot Session,
RuntimeLocalPlayerIdentityOwnershipSnapshot PlayerIdentity,
RuntimeSimulationOwnershipSnapshot Simulation,
RuntimeWorldEnvironmentOwnershipSnapshot Environment,
RuntimeWorldTransitOwnershipSnapshot Transit,
RuntimeGenerationResetSnapshot GenerationReset,
GameRuntimeEventOwnershipSnapshot Events)
{
public bool IsConverged =>
IsDisposed
&& IsDisposeRequested
&& !IsDisposeDrainActive
&& HostLeaseCount == 0
&& CompletedTeardownStages == GameRuntimeTeardownStage.Complete
&& Session.IsConverged
&& PlayerIdentity.IsConverged
&& Simulation.IsConverged
&& Transit.IsSessionIdle
&& GenerationReset.IsConverged
&& Events.IsConverged;
}
internal enum GameRuntimeConstructionPoint
{
ClockCreated,
SessionCreated,
PlayerIdentityCreated,
EntityObjectsCreated,
InventoryCreated,
CharacterCreated,
CommunicationCreated,
MovementCreated,
ActionsCreated,
EnvironmentCreated,
TransitCreated,
EventsCreated,
}
internal sealed class GameRuntimeConstructionContext
{
public LiveSessionController? Session { get; set; }
public RuntimeLocalPlayerIdentityState? PlayerIdentity { get; set; }
public RuntimeEntityObjectLifetime? EntityObjects { get; set; }
public RuntimeInventoryState? Inventory { get; set; }
public RuntimeCharacterState? Character { get; set; }
public RuntimeCommunicationState? Communication { get; set; }
public RuntimeLocalPlayerMovementState? Movement { get; set; }
public RuntimeActionState? Actions { get; set; }
public GameRuntimeEventHub? Events { get; set; }
}
/// <summary>
/// One instance-scoped, presentation-independent ownership root for the
/// complete live client kernel. Graphical and direct hosts borrow this exact
/// object graph; they never reconstruct or copy its mutable state.
/// </summary>
public sealed class GameRuntime
: IGameRuntimeView,
IRuntimeEventSource,
IDisposable
{
private const int TeardownStageCount = 11;
private readonly object _lifetimeGate = new();
private readonly Dictionary<long, string> _hostLeases = [];
private readonly GameRuntimeEventHub _events;
private long _nextHostLeaseId;
private int _disposeStage;
private bool _disposeRequested;
private bool _disposeDrainActive;
private bool _disposed;
public GameRuntime(GameRuntimeDependencies dependencies)
: this(dependencies, faultInjection: null)
{
}
internal GameRuntime(
GameRuntimeDependencies dependencies,
Action<GameRuntimeConstructionPoint, GameRuntimeConstructionContext>?
faultInjection)
{
ArgumentNullException.ThrowIfNull(dependencies);
ArgumentNullException.ThrowIfNull(
dependencies.CombatAttackOperations);
ArgumentNullException.ThrowIfNull(
dependencies.CombatTargetOperations);
ArgumentNullException.ThrowIfNull(
dependencies.CombatModeOperations);
ArgumentNullException.ThrowIfNull(
dependencies.SpellCastOperations);
if (dependencies.MaximumChatEntries <= 0)
{
throw new ArgumentOutOfRangeException(
nameof(dependencies.MaximumChatEntries));
}
var context = new GameRuntimeConstructionContext();
var construction = new ConstructionTransaction();
try
{
var clock = new GameRuntimeClock();
Fault(
GameRuntimeConstructionPoint.ClockCreated,
context,
faultInjection);
context.Session = dependencies.SessionOperations is null
? new LiveSessionController()
: new LiveSessionController(dependencies.SessionOperations);
construction.Own(context.Session);
Fault(
GameRuntimeConstructionPoint.SessionCreated,
context,
faultInjection);
context.PlayerIdentity = new RuntimeLocalPlayerIdentityState();
construction.Own(context.PlayerIdentity);
Fault(
GameRuntimeConstructionPoint.PlayerIdentityCreated,
context,
faultInjection);
context.EntityObjects = new RuntimeEntityObjectLifetime(
dependencies.FirstLocalEntityId,
dependencies.TimeProvider,
clock);
construction.Own(context.EntityObjects);
Fault(
GameRuntimeConstructionPoint.EntityObjectsCreated,
context,
faultInjection);
context.Inventory = new RuntimeInventoryState(
context.EntityObjects);
construction.Own(context.Inventory);
Fault(
GameRuntimeConstructionPoint.InventoryCreated,
context,
faultInjection);
context.Character = new RuntimeCharacterState();
construction.Own(context.Character);
Fault(
GameRuntimeConstructionPoint.CharacterCreated,
context,
faultInjection);
context.Communication = new RuntimeCommunicationState(
dependencies.MaximumChatEntries);
construction.Own(context.Communication);
Fault(
GameRuntimeConstructionPoint.CommunicationCreated,
context,
faultInjection);
context.Movement = new RuntimeLocalPlayerMovementState();
construction.Own(context.Movement);
Fault(
GameRuntimeConstructionPoint.MovementCreated,
context,
faultInjection);
context.Actions = new RuntimeActionState(
context.Inventory.Transactions,
context.Character.Spellbook,
dependencies.CombatAttackOperations,
dependencies.CombatTargetOperations,
dependencies.CombatModeOperations,
dependencies.SpellCastOperations,
dependencies.CombatTime);
construction.Own(context.Actions);
Fault(
GameRuntimeConstructionPoint.ActionsCreated,
context,
faultInjection);
var environment = new RuntimeWorldEnvironmentState(
dependencies.TimeProvider,
dependencies.Log,
dependencies.TimeSyncDiagnostic);
Fault(
GameRuntimeConstructionPoint.EnvironmentCreated,
context,
faultInjection);
var transit = new RuntimeWorldTransitState(dependencies.Log);
Fault(
GameRuntimeConstructionPoint.TransitCreated,
context,
faultInjection);
var generationReset = new RuntimeGenerationReset(
transit,
context.Communication,
context.Inventory,
context.Actions,
context.Movement,
context.EntityObjects,
context.Character,
context.PlayerIdentity);
context.Movement.AttachPhysicsPublication(
new RuntimeLocalPlayerPhysicsPublicationState(
context.EntityObjects.Entities,
context.EntityObjects.Physics,
context.Movement,
context.PlayerIdentity));
// C3c: the C3a conductor's "first act" — bind the publication
// owner the conductor was constructed without (it is built by
// RuntimeEntityObjectLifetime BEFORE
// RuntimeLocalPlayerPhysicsPublicationState exists; see the F2
// late-bind note on RuntimeLocalPlayerFirstEntryState's ctor).
context.EntityObjects.LocalPlayerFirstEntry.BindPublication(
context.Movement.PhysicsPublication);
context.EntityObjects.BindEventContext(
() => generationReset.ActiveRetiringGeneration
?? context.Session.Generation,
() => clock.FrameNumber);
// C0-2: bind the executor's live-input sources to the real
// Runtime owners now that both exist (RuntimeCharacterState at
// CharacterCreated, RuntimeLocalPlayerMovementState at
// MovementCreated - both after EntityObjectsCreated, so this
// cannot move earlier). UsePositionFromServer mirrors retail
// CommandInterpreter::UsePositionFromServer exactly; PlayerDistance
// is derived per Execute call from the live physics-controller
// position, matching the legacy remote path's own distance basis
// (LiveEntityNetworkUpdateController's MaxPhysicsDistance/dist).
// F3: the position source is nullable - a null Controller (the
// login-window drain, before the local player's own controller
// exists yet) must yield null, never a fabricated Vector3.Zero
// that would misclassify every remote entity as implausibly far.
context.EntityObjects.BindLiveInputs(
() => context.Character.UsePositionFromServer,
() => context.Movement.Controller?.Position);
context.Events = new GameRuntimeEventHub(
context.EntityObjects,
context.Communication,
context.Actions);
construction.Own(context.Events);
Fault(
GameRuntimeConstructionPoint.EventsCreated,
context,
faultInjection);
Clock = clock;
Session = context.Session;
PlayerIdentity = context.PlayerIdentity;
EntityObjects = context.EntityObjects;
InventoryOwner = context.Inventory;
CharacterOwner = context.Character;
CommunicationOwner = context.Communication;
MovementOwner = context.Movement;
ActionOwner = context.Actions;
EnvironmentOwner = environment;
TransitOwner = transit;
GenerationReset = generationReset;
_events = context.Events;
construction.Complete();
}
catch (Exception failure)
{
construction.RollbackAndThrow(failure);
throw new System.Diagnostics.UnreachableException();
}
}
public GameRuntimeClock Clock { get; }
public LiveSessionController Session { get; }
public RuntimeLocalPlayerIdentityState PlayerIdentity { get; }
public RuntimeEntityObjectLifetime EntityObjects { get; }
public RuntimeInventoryState InventoryOwner { get; }
public RuntimeCharacterState CharacterOwner { get; }
public RuntimeCommunicationState CommunicationOwner { get; }
public RuntimeActionState ActionOwner { get; }
public RuntimeLocalPlayerMovementState MovementOwner { get; }
internal RuntimeLocalPlayerPhysicsPublicationState
LocalPlayerPhysicsPublication => MovementOwner.PhysicsPublication;
public RuntimeWorldEnvironmentState EnvironmentOwner { get; }
public RuntimeWorldTransitState TransitOwner { get; }
public RuntimeGenerationReset GenerationReset { get; }
public RuntimePlacementProjectionChannel Placements =>
EntityObjects.Placements;
public RuntimeGenerationToken Generation => Session.Generation;
public RuntimeLifecycleSnapshot Lifecycle
{
get
{
RuntimeLifecycleState state;
if (_disposed)
state = RuntimeLifecycleState.Disposed;
else if (Session.IsInWorld)
state = RuntimeLifecycleState.InWorld;
else if (Session.CurrentSession is not null)
state = RuntimeLifecycleState.Starting;
else if (Session.SessionGeneration == 0UL)
state = RuntimeLifecycleState.Constructed;
else
state = RuntimeLifecycleState.Stopped;
return new RuntimeLifecycleSnapshot(
Generation,
state,
PlayerIdentity.ServerGuid,
Session.CurrentSession is not null);
}
}
IGameRuntimeClock IGameRuntimeView.Clock => Clock;
public IRuntimeEntityView Entities => EntityObjects.EntityView;
public IRuntimeInventoryView Inventory => EntityObjects.InventoryView;
public IRuntimeInventoryStateView InventoryState => InventoryOwner.View;
public IRuntimeCharacterView Character => CharacterOwner.View;
public IRuntimeSocialView Social => CommunicationOwner.SocialView;
public IRuntimeChatView Chat => CommunicationOwner.View;
public IRuntimeActionView Actions => ActionOwner.View;
public IRuntimeMovementView Movement => MovementOwner.View;
public IRuntimeWorldEnvironmentView Environment => EnvironmentOwner;
public IRuntimePortalView Portal => TransitOwner;
internal IGameRuntimeEventSink EventSink => _events;
public RuntimeStateCheckpoint CaptureCheckpoint() =>
new(
Generation,
Lifecycle.State,
Clock.FrameNumber,
Entities.Count,
Entities.MaterializedCount,
Inventory.ObjectCount,
Inventory.ContainerCount,
InventoryState.Snapshot,
Character.Snapshot,
Social.Snapshot,
Chat.Revision,
Chat.Count,
Actions.Snapshot,
Movement.Snapshot,
Environment.Snapshot,
Environment.Ownership,
Portal.Snapshot,
Portal.Ownership);
public RuntimeLocalPlayerFrameController CreateLocalPlayerFrameController(
IRuntimeLocalPlayerFrameHost host,
IRuntimeMovementInputSource input)
{
ObjectDisposedException.ThrowIf(_disposeRequested || _disposed, this);
return new RuntimeLocalPlayerFrameController(
host,
input,
() =>
{
_events.EmitMovement(MovementOwner.Snapshot);
// Slice 5.3: the local-player movement publish already fires
// once per advanced frame for both graphical and no-window
// hosts (RuntimeLocalPlayerFrameController.RunPostNetworkCommandPhase),
// so the client-local vendor distance watcher piggybacks on
// it instead of adding a second polling loop.
RuntimeVendorRangeQuery.EnforceRange(this);
});
}
public void ResetGeneration(
RuntimeGenerationToken retiringGeneration,
IRuntimeGenerationResetHost host) =>
GenerationReset.Reset(retiringGeneration, host);
public IDisposable Subscribe(IRuntimeEventObserver observer)
{
lock (_lifetimeGate)
{
ObjectDisposedException.ThrowIf(
_disposeRequested || _disposed,
this);
return _events.Subscribe(observer);
}
}
public IDisposable AcquireHostLease(string name)
{
ArgumentException.ThrowIfNullOrWhiteSpace(name);
lock (_lifetimeGate)
{
ObjectDisposedException.ThrowIf(
_disposeRequested || _disposed,
this);
long id = checked(++_nextHostLeaseId);
_hostLeases.Add(id, name);
return new HostLease(this, id);
}
}
public GameRuntimeOwnershipSnapshot CaptureOwnership()
{
lock (_lifetimeGate)
{
return new GameRuntimeOwnershipSnapshot(
_disposeRequested,
_disposeDrainActive,
_disposed,
_hostLeases.Count,
CompletedTeardownStages,
Session.CaptureOwnership(),
PlayerIdentity.CaptureOwnership(),
RuntimeSimulationOwnership.Capture(
EntityObjects,
InventoryOwner,
CharacterOwner,
CommunicationOwner,
ActionOwner,
MovementOwner),
EnvironmentOwner.CaptureOwnership(),
TransitOwner.CaptureOwnership(),
GenerationReset.CaptureSnapshot(),
_events.CaptureOwnership());
}
}
/// <summary>
/// Makes transport and all per-generation routes inert while retaining the
/// root for ordered host projection teardown.
/// </summary>
public void StopSession()
{
Session.Dispose();
if (!Session.IsDisposalComplete)
{
throw new InvalidOperationException(
"The Runtime session shutdown was deferred by a re-entrant callback.");
}
}
public void Dispose()
{
lock (_lifetimeGate)
{
if (_disposed || _disposeDrainActive)
return;
_disposeRequested = true;
_disposeDrainActive = true;
}
List<Exception>? completedStageFailures = null;
try
{
while (_disposeStage < TeardownStageCount)
{
bool complete;
try
{
complete = DrainCurrentStage();
}
catch (Exception error)
{
complete = IsCurrentStageComplete();
if (!complete)
throw;
(completedStageFailures ??= []).Add(error);
}
if (!complete)
{
throw new InvalidOperationException(
$"GameRuntime teardown stage {_disposeStage} did not complete.");
}
_disposeStage++;
}
lock (_lifetimeGate)
_disposed = true;
}
finally
{
lock (_lifetimeGate)
_disposeDrainActive = false;
}
if (completedStageFailures is not null)
{
throw new AggregateException(
"GameRuntime reached terminal ownership with callback failures.",
completedStageFailures);
}
}
private GameRuntimeTeardownStage CompletedTeardownStages =>
_disposeStage switch
{
<= 0 => GameRuntimeTeardownStage.None,
1 => GameRuntimeTeardownStage.HostLeasesReleased,
2 => GameRuntimeTeardownStage.HostLeasesReleased
| GameRuntimeTeardownStage.EventsDetached,
3 => GameRuntimeTeardownStage.HostLeasesReleased
| GameRuntimeTeardownStage.EventsDetached
| GameRuntimeTeardownStage.SessionDisposed,
4 => GameRuntimeTeardownStage.HostLeasesReleased
| GameRuntimeTeardownStage.EventsDetached
| GameRuntimeTeardownStage.SessionDisposed
| GameRuntimeTeardownStage.TransitReset,
5 => GameRuntimeTeardownStage.HostLeasesReleased
| GameRuntimeTeardownStage.EventsDetached
| GameRuntimeTeardownStage.SessionDisposed
| GameRuntimeTeardownStage.TransitReset
| GameRuntimeTeardownStage.ActionsDisposed,
6 => GameRuntimeTeardownStage.HostLeasesReleased
| GameRuntimeTeardownStage.EventsDetached
| GameRuntimeTeardownStage.SessionDisposed
| GameRuntimeTeardownStage.TransitReset
| GameRuntimeTeardownStage.ActionsDisposed
| GameRuntimeTeardownStage.MovementDisposed,
7 => GameRuntimeTeardownStage.HostLeasesReleased
| GameRuntimeTeardownStage.EventsDetached
| GameRuntimeTeardownStage.SessionDisposed
| GameRuntimeTeardownStage.TransitReset
| GameRuntimeTeardownStage.ActionsDisposed
| GameRuntimeTeardownStage.MovementDisposed
| GameRuntimeTeardownStage.CharacterDisposed,
8 => GameRuntimeTeardownStage.HostLeasesReleased
| GameRuntimeTeardownStage.EventsDetached
| GameRuntimeTeardownStage.SessionDisposed
| GameRuntimeTeardownStage.TransitReset
| GameRuntimeTeardownStage.ActionsDisposed
| GameRuntimeTeardownStage.MovementDisposed
| GameRuntimeTeardownStage.CharacterDisposed
| GameRuntimeTeardownStage.InventoryDisposed,
9 => GameRuntimeTeardownStage.Complete
& ~GameRuntimeTeardownStage.IdentityDisposed
& ~GameRuntimeTeardownStage.EntityObjectsDisposed,
10 => GameRuntimeTeardownStage.Complete
& ~GameRuntimeTeardownStage.EntityObjectsDisposed,
_ => GameRuntimeTeardownStage.Complete,
};
private bool DrainCurrentStage()
{
switch (_disposeStage)
{
case 0:
lock (_lifetimeGate)
{
if (_hostLeases.Count != 0)
{
throw new InvalidOperationException(
"GameRuntime cannot retire while host leases remain: "
+ string.Join(", ", _hostLeases.Values));
}
}
return true;
case 1:
_events.Dispose();
return _events.CaptureOwnership().IsConverged;
case 2:
StopSession();
return Session.CaptureOwnership().IsConverged;
case 3:
GenerationReset.DrainPending();
TransitOwner.ResetSession();
return TransitOwner.CaptureOwnership().IsSessionIdle;
case 4:
ActionOwner.Dispose();
return ActionOwner.CaptureOwnership().IsConverged;
case 5:
MovementOwner.Dispose();
return MovementOwner.CaptureOwnership().IsConverged;
case 6:
CharacterOwner.Dispose();
return CharacterOwner.CaptureOwnership().IsConverged;
case 7:
InventoryOwner.Dispose();
return InventoryOwner.CaptureOwnership().IsConverged;
case 8:
CommunicationOwner.Dispose();
return CommunicationOwner.CaptureOwnership().IsConverged;
case 9:
PlayerIdentity.Dispose();
return PlayerIdentity.CaptureOwnership().IsConverged;
case 10:
EntityObjects.Dispose();
return EntityObjects.CaptureOwnership().IsConverged
&& EntityObjects.Physics.CaptureOwnership().IsConverged;
default:
return true;
}
}
private bool IsCurrentStageComplete() =>
_disposeStage switch
{
0 => HostLeaseCount == 0,
1 => _events.CaptureOwnership().IsConverged,
2 => Session.CaptureOwnership().IsConverged,
3 => TransitOwner.CaptureOwnership().IsSessionIdle,
4 => ActionOwner.CaptureOwnership().IsConverged,
5 => MovementOwner.CaptureOwnership().IsConverged,
6 => CharacterOwner.CaptureOwnership().IsConverged,
7 => InventoryOwner.CaptureOwnership().IsConverged,
8 => CommunicationOwner.CaptureOwnership().IsConverged,
9 => PlayerIdentity.CaptureOwnership().IsConverged,
10 => EntityObjects.CaptureOwnership().IsConverged
&& EntityObjects.Physics.CaptureOwnership().IsConverged,
_ => true,
};
private int HostLeaseCount
{
get
{
lock (_lifetimeGate)
return _hostLeases.Count;
}
}
private void ReleaseHostLease(long id)
{
lock (_lifetimeGate)
_hostLeases.Remove(id);
}
private static void Fault(
GameRuntimeConstructionPoint point,
GameRuntimeConstructionContext context,
Action<GameRuntimeConstructionPoint, GameRuntimeConstructionContext>?
faultInjection) =>
faultInjection?.Invoke(point, context);
private sealed class HostLease(GameRuntime owner, long id) : IDisposable
{
private GameRuntime? _owner = owner;
public void Dispose() =>
Interlocked.Exchange(ref _owner, null)?.ReleaseHostLease(id);
}
private sealed class ConstructionTransaction
{
private readonly List<IDisposable> _owners = [];
private bool _complete;
public void Own(IDisposable owner)
{
ArgumentNullException.ThrowIfNull(owner);
if (_complete)
throw new InvalidOperationException(
"Runtime construction already completed.");
_owners.Add(owner);
}
public void Complete()
{
_complete = true;
_owners.Clear();
}
public void RollbackAndThrow(Exception failure)
{
var failures = new List<Exception> { failure };
for (int i = _owners.Count - 1; i >= 0; i--)
{
try
{
_owners[i].Dispose();
}
catch (Exception cleanup)
{
failures.Add(cleanup);
}
}
_owners.Clear();
if (failures.Count == 1)
System.Runtime.ExceptionServices.ExceptionDispatchInfo
.Capture(failure)
.Throw();
throw new AggregateException(
"GameRuntime construction and rollback both failed.",
failures);
}
}
}