acdream/src/AcDream.App/Input/PlayerModeAutoEntry.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

231 lines
9.2 KiB
C#

using System;
using AcDream.App.Net;
using AcDream.App.Streaming;
using AcDream.App.World;
namespace AcDream.App.Input;
/// <summary>
/// Phase K.2 — one-shot guard that auto-enters player mode after a
/// successful login once every prerequisite is satisfied. The update-frame
/// orchestrator ticks it through a typed production context.
///
/// <para>
/// Why is this its own class? The auto-entry has four independent
/// preconditions (live session reaches <c>InWorld</c>, the player
/// entity has been streamed into the world dictionary, the player
/// movement controller is constructible, and the initial world is fully
/// drawable and collidable) plus a manual-override path
/// (the user can flip into fly mode before the auto-entry fires —
/// their choice wins). All five interact with each other in a way
/// that's painful to test through GameWindow but trivial here against
/// fakes.
/// </para>
///
/// <para>
/// The public surface is:
/// <list type="bullet">
/// <item><see cref="Arm"/> — call after <c>EnterWorld</c> succeeds to
/// arm the entry trigger.</item>
/// <item><see cref="Cancel"/> — call when the user manually enters
/// fly mode (or any other code path that pre-empts the auto-entry).</item>
/// <item><see cref="TryEnter"/> — call once per frame; runs the
/// guard and fires the entry callback when armed AND every
/// precondition is satisfied; returns true on the firing tick.</item>
/// </list>
/// </para>
///
/// <para>
/// Production preconditions come from focused runtime owners rather than the
/// window host. The public delegate constructor remains a narrow test seam for
/// plain boolean fixtures.
/// </para>
/// </summary>
internal interface IPlayerModeAutoEntryContext
{
bool IsLiveInWorld { get; }
bool IsPlayerEntityPresent { get; }
bool IsPlayerControllerReady { get; }
bool IsWorldReady { get; }
bool IsPlayerModeActive { get; }
void EnterPlayerMode();
}
/// <summary>Production auto-entry context over canonical runtime owners.</summary>
internal sealed class LivePlayerModeAutoEntryContext
: IPlayerModeAutoEntryContext
{
private readonly ILiveInWorldSource _session;
private readonly LiveEntityRuntime _liveEntities;
private readonly ILocalPlayerIdentitySource _identity;
private readonly WorldRevealCoordinator _worldReveal;
private readonly ILocalPlayerModeSource _mode;
private readonly PlayerModeController _playerMode;
public LivePlayerModeAutoEntryContext(
ILiveInWorldSource session,
LiveEntityRuntime liveEntities,
ILocalPlayerIdentitySource identity,
WorldRevealCoordinator worldReveal,
ILocalPlayerModeSource mode,
PlayerModeController playerMode)
{
_session = session ?? throw new ArgumentNullException(nameof(session));
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
_identity = identity ?? throw new ArgumentNullException(nameof(identity));
_worldReveal = worldReveal ?? throw new ArgumentNullException(nameof(worldReveal));
_mode = mode ?? throw new ArgumentNullException(nameof(mode));
_playerMode = playerMode ?? throw new ArgumentNullException(nameof(playerMode));
}
public bool IsLiveInWorld => _session.IsInWorld;
public bool IsPlayerEntityPresent =>
_liveEntities.ContainsWorldEntity(_identity.ServerGuid);
public bool IsPlayerControllerReady => true;
public bool IsWorldReady =>
_liveEntities.TryGetSnapshot(
_identity.ServerGuid,
out AcDream.Core.Net.WorldSession.EntitySpawn player)
&& player.Position is { LandblockId: not 0u } position
&& _worldReveal.Evaluate(position.LandblockId).IsReady;
public bool IsPlayerModeActive => _mode.IsPlayerMode;
public void EnterPlayerMode()
{
_playerMode.EnterFromAutoEntry();
_worldReveal.Complete();
}
}
public sealed class PlayerModeAutoEntry
{
private sealed class DelegateContext : IPlayerModeAutoEntryContext
{
private readonly Func<bool> _isLiveInWorld;
private readonly Func<bool> _isPlayerEntityPresent;
private readonly Func<bool> _isPlayerControllerReady;
private readonly Func<bool> _isWorldReady;
private readonly Action _enterPlayerMode;
private readonly Func<bool> _isPlayerModeActive;
public DelegateContext(
Func<bool> isLiveInWorld,
Func<bool> isPlayerEntityPresent,
Func<bool> isPlayerControllerReady,
Func<bool> isWorldReady,
Action enterPlayerMode,
Func<bool>? isPlayerModeActive)
{
_isLiveInWorld = isLiveInWorld
?? throw new ArgumentNullException(nameof(isLiveInWorld));
_isPlayerEntityPresent = isPlayerEntityPresent
?? throw new ArgumentNullException(nameof(isPlayerEntityPresent));
_isPlayerControllerReady = isPlayerControllerReady
?? throw new ArgumentNullException(nameof(isPlayerControllerReady));
_isWorldReady = isWorldReady
?? throw new ArgumentNullException(nameof(isWorldReady));
_enterPlayerMode = enterPlayerMode
?? throw new ArgumentNullException(nameof(enterPlayerMode));
_isPlayerModeActive = isPlayerModeActive ?? (() => false);
}
public bool IsLiveInWorld => _isLiveInWorld();
public bool IsPlayerEntityPresent => _isPlayerEntityPresent();
public bool IsPlayerControllerReady => _isPlayerControllerReady();
public bool IsWorldReady => _isWorldReady();
public bool IsPlayerModeActive => _isPlayerModeActive();
public void EnterPlayerMode() => _enterPlayerMode();
}
private readonly IPlayerModeAutoEntryContext _context;
private bool _armed;
/// <summary>
/// Build an auto-entry guard.
/// </summary>
/// <param name="isLiveInWorld">True iff the live session is in the
/// <c>InWorld</c> state. Skip auto-entry when the session is null
/// or hasn't reached InWorld yet.</param>
/// <param name="isPlayerEntityPresent">True iff the player's
/// server-guid is already in the local entity dictionary (server
/// has streamed at least one CreateObject for the character).</param>
/// <param name="isPlayerControllerReady">True iff the per-frame
/// PlayerMovementController is set up. Stays true once player mode
/// is established; the auto-entry's job is to flip it from false
/// to true exactly once.</param>
/// <param name="isWorldReady">True iff the player's destination is
/// complete across render publication, composite textures, and collision.
/// Retail keeps position completion behind one blocking cell-load edge;
/// acdream's asynchronous domains must converge before entry.</param>
/// <param name="enterPlayerMode">Action invoked on the firing
/// tick. The same routine the manual Tab handler invokes (fly →
/// player transition). Must construct the controller + chase
/// camera and switch the active camera; the auto-entry doesn't
/// reach inside.</param>
internal PlayerModeAutoEntry(IPlayerModeAutoEntryContext context) =>
_context = context ?? throw new ArgumentNullException(nameof(context));
public PlayerModeAutoEntry(
Func<bool> isLiveInWorld,
Func<bool> isPlayerEntityPresent,
Func<bool> isPlayerControllerReady,
Func<bool> isWorldReady,
Action enterPlayerMode,
Func<bool>? isPlayerModeActive = null)
: this(new DelegateContext(
isLiveInWorld,
isPlayerEntityPresent,
isPlayerControllerReady,
isWorldReady,
enterPlayerMode,
isPlayerModeActive))
{
}
/// <summary>True iff <see cref="TryEnter"/> would still fire if the
/// preconditions become true. Flips false on a successful entry
/// (one-shot) or when <see cref="Cancel"/> is invoked.</summary>
public bool IsArmed => _armed;
/// <summary>
/// Arm the trigger. Call after <c>WorldSession.EnterWorld</c>
/// returns successfully. Calling again while already armed is a
/// no-op.
/// </summary>
public void Arm() => _armed = true;
/// <summary>
/// Disarm the trigger without firing the callback. Call when the
/// user has manually entered fly mode (or any other code path
/// that pre-empts the auto-entry) — the user's choice wins.
/// </summary>
public void Cancel() => _armed = false;
/// <summary>
/// Guard tick. If the trigger is armed AND every precondition is
/// satisfied, invokes <c>enterPlayerMode</c>, disarms, and
/// returns true. Returns false otherwise (no side effects).
/// </summary>
public bool TryEnter()
{
if (!_armed) return false;
if (_context.IsPlayerModeActive)
{
_armed = false;
return false;
}
if (!_context.IsLiveInWorld) return false;
if (!_context.IsPlayerEntityPresent) return false;
if (!_context.IsPlayerControllerReady) return false;
if (!_context.IsWorldReady) return false;
_armed = false;
_context.EnterPlayerMode();
return true;
}
}