Implements the item-state mirror + appraise round-trip infrastructure on top of Phase F.1's GameEvent dispatcher. Core layer (AcDream.Core/Items): - ItemRepository: ConcurrentDictionary-backed live item state keyed by server ObjectId. Events: ItemAdded, ItemMoved, ItemRemoved, ItemPropertiesUpdated. MoveItem handles container / slot / equip location updates atomically and fires ItemMoved with old+new container ids. UpdateProperties merges a PropertyBundle patch (for appraise results) without clobbering existing untouched keys. Wire layer (AcDream.Core.Net/Messages): - AppraiseRequest (0x00C8 C→S, inside 0xF7B1 GameAction envelope): Build(sequence, targetGuid) → 16-byte body ready for SendGameAction. - GameEvents.ParseIdentifyResponseHeader for 0x00C9 S→C — extracts (guid, appraiseFlags, success). Full PropertyBundle deserialization (the 10-flag bitfield-indexed tables) is a future pass; header alone is enough to route into the repository + surface "appraise complete" to UI. - GameEvents.ParseWieldObject (0x0023) — server-driven equip. - GameEvents.ParsePutObjInContainer (0x0022) — server-driven inventory move (item, container, placement). Tests (11 new): - ItemRepository: add/update fires correct event, move updates fields, missing-id returns false, remove, properties merge, clear. - Wire: AppraiseRequest byte-exact encoding, IdentifyResponse header round-trip, WieldObject round-trip, PutObjInContainer round-trip. Build green, 532 tests pass (up from 521). Phase F.2 unblocks the Paperdoll + Inventory UI panels and the "appraise on right-click" UX. Next pieces: PropertyBundle full deserializer (AppraiseInfo 10-flag bitfield), outbound move/drop/ pickup actions. Ref: r06 §1 (ItemType), §2 (EquipMask), §5 (appraise wire), §7 (pack depth rules). Ref: ACE GameEventIdentifyObjectResponse.cs for AppraiseInfo format. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
168 lines
6.4 KiB
C#
168 lines
6.4 KiB
C#
using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace AcDream.Core.Items;
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/// <summary>
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/// Live item-state mirror — the client-side view of every item the
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/// server has spawned for this session. Owns <see cref="ItemInstance"/>
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/// records, tracks which container holds each item, and fires events so
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/// UI panels (inventory, paperdoll, hotbars) can redraw on change.
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///
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/// <para>
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/// Retail semantics (r06):
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/// <list type="bullet">
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/// <item><description>
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/// Every item is a <see cref="ItemInstance"/> with a unique
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/// <c>ObjectId</c>. CreateObject seeds it when the server tells us
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/// the item exists (in our inventory, on the ground, in a
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/// vendor's list, etc).
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/// </description></item>
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/// <item><description>
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/// Moves happen via <see cref="GameEventType"/>-carrying messages:
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/// <c>WieldObject</c>, <c>InventoryPutObjInContainer</c>,
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/// <c>InventoryPutObjectIn3D</c>, <c>ViewContents</c>,
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/// <c>CloseGroundContainer</c>.
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/// </description></item>
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/// <item><description>
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/// <c>InventoryServerSaveFailed</c> reverts a speculative local
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/// state change (e.g. when a drag-drop was rejected server-side).
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/// </description></item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// Thread safety: designed for single-threaded use from the render
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/// thread; the event delegates run synchronously on the caller's
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/// thread. A <see cref="ConcurrentDictionary{TKey,TValue}"/> backs the
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/// map so plugin code can look up items from any thread without
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/// corrupting state.
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/// </para>
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/// </summary>
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public sealed class ItemRepository
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{
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private readonly ConcurrentDictionary<uint, ItemInstance> _items = new();
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private readonly ConcurrentDictionary<uint, Container> _containers = new();
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/// <summary>Fires when an item is first added to the session.</summary>
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public event Action<ItemInstance>? ItemAdded;
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/// <summary>
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/// Fires when an item's container / slot changes (moved between
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/// packs, equipped, unequipped, dropped on ground). Old and new
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/// container ids are 0 if origin or destination is "world" / "nowhere".
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/// </summary>
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public event Action<ItemInstance, uint, uint>? ItemMoved;
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/// <summary>Fires when an item is removed from the session.</summary>
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public event Action<ItemInstance>? ItemRemoved;
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/// <summary>Fires when an item's properties are updated (typically after Appraise).</summary>
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public event Action<ItemInstance>? ItemPropertiesUpdated;
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public int ItemCount => _items.Count;
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public int ContainerCount => _containers.Count;
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public IEnumerable<ItemInstance> Items => _items.Values;
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public IEnumerable<Container> Containers => _containers.Values;
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/// <summary>
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/// Look up an item by its server-assigned <c>ObjectId</c>.
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/// </summary>
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public ItemInstance? GetItem(uint objectId) =>
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_items.TryGetValue(objectId, out var item) ? item : null;
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/// <summary>
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/// Look up a container by object id, creating a lightweight stub if
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/// the id doesn't match any known container (defensive — avoids losing
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/// references when the server announces a move into a container it
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/// hasn't described yet).
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/// </summary>
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public Container? GetContainer(uint objectId) =>
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_containers.TryGetValue(objectId, out var c) ? c : null;
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/// <summary>
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/// Register / refresh an item in the repository. Called on
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/// CreateObject for item-typed weenies and on IdentifyObjectResponse
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/// to fill in detail properties.
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/// </summary>
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public void AddOrUpdate(ItemInstance item)
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{
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ArgumentNullException.ThrowIfNull(item);
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bool existed = _items.ContainsKey(item.ObjectId);
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_items[item.ObjectId] = item;
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if (!existed) ItemAdded?.Invoke(item);
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else ItemPropertiesUpdated?.Invoke(item);
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}
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/// <summary>
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/// Register a container. Idempotent.
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/// </summary>
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public void AddContainer(Container container)
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{
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ArgumentNullException.ThrowIfNull(container);
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_containers[container.ObjectId] = container;
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}
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/// <summary>
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/// Handle a server-driven move — called from
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/// InventoryPutObjInContainer (0x0022) and WieldObject (0x0023)
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/// handlers. Updates ContainerId / ContainerSlot / CurrentlyEquippedLocation
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/// and fires ItemMoved.
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/// </summary>
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public bool MoveItem(uint itemId, uint newContainerId, int newSlot = -1,
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EquipMask newEquipLocation = EquipMask.None)
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{
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if (!_items.TryGetValue(itemId, out var item)) return false;
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uint oldContainer = item.ContainerId;
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item.ContainerId = newContainerId;
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item.ContainerSlot = newSlot;
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item.CurrentlyEquippedLocation = newEquipLocation;
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ItemMoved?.Invoke(item, oldContainer, newContainerId);
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return true;
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}
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/// <summary>
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/// Handle a server-driven remove (destroyed item, dropped into 3D
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/// space, stolen, etc).
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/// </summary>
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public bool Remove(uint itemId)
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{
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if (!_items.TryRemove(itemId, out var item)) return false;
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ItemRemoved?.Invoke(item);
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return true;
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}
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/// <summary>
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/// Apply a <see cref="PropertyBundle"/> patch (e.g. from an
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/// <c>IdentifyObjectResponse</c>) to an existing item. Individual
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/// keys in the incoming bundle overwrite existing values; keys not
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/// present are left untouched.
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/// </summary>
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public bool UpdateProperties(uint itemId, PropertyBundle incoming)
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{
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if (!_items.TryGetValue(itemId, out var item)) return false;
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foreach (var kv in incoming.Ints) item.Properties.Ints[kv.Key] = kv.Value;
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foreach (var kv in incoming.Int64s) item.Properties.Int64s[kv.Key] = kv.Value;
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foreach (var kv in incoming.Bools) item.Properties.Bools[kv.Key] = kv.Value;
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foreach (var kv in incoming.Floats) item.Properties.Floats[kv.Key] = kv.Value;
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foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
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foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
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foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
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ItemPropertiesUpdated?.Invoke(item);
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return true;
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}
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/// <summary>
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/// Flush the repository — typically called on logoff or teleport
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/// that drops the session's item state.
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/// </summary>
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public void Clear()
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{
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_items.Clear();
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_containers.Clear();
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}
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}
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