acdream/src/AcDream.App/Physics/EntityPhysicsHost.cs
Erik eeb0f6b45c refactor(runtime): extract local teleport and player mode
Move local teleport, player-mode, animation, shadow, and sealed-dungeon lifetimes out of GameWindow. Make player-mode entry transactional and isolate approach completions by controller lifetime and approach generation so stale callbacks cannot affect replacements.

Co-authored-by: Codex <noreply@openai.com>
2026-07-22 02:50:15 +02:00

344 lines
15 KiB
C#

using System;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.App.World;
namespace AcDream.App.Physics;
/// <summary>
/// R5-V2 — the App-side <see cref="IPhysicsObjHost"/> per entity: acdream's
/// stand-in for retail's <c>CPhysicsObj</c> as the movement managers see it.
/// One is built per entity (a remote <c>RemoteMotion</c> or the local player)
/// in <c>GameWindow.EnsureRemoteMotionBindings</c> / <c>EnterPlayerModeNow</c>
/// and stored on the exact <c>LiveEntityRecord</c>, so
/// <see cref="GetObjectA"/> can resolve OTHER entities' hosts — the
/// cross-entity delivery path the <see cref="TargetManager"/> voyeur system
/// needs.
///
/// <para>Owns a <see cref="TargetManager"/> (retail
/// <c>CPhysicsObj::target_manager</c>). Its <c>set_target</c>/<c>clear_target</c>/
/// <c>add_voyeur</c>/<c>remove_voyeur</c>/<c>receive_target_update</c> seams
/// forward to it exactly as retail's CPhysicsObj does; the movement managers'
/// target seams are repointed here, replacing the AP-79 poll adapter. The
/// per-entity accessors (position/velocity/radius/contact/clocks) and the
/// <see cref="HandleUpdateTarget"/> fan-out are injected by GameWindow so this
/// class stays free of GameWindow's internals (code-structure rule #1).</para>
///
/// <para>R5-V3: owns a <see cref="PositionManager"/> too (retail
/// <c>CPhysicsObj::position_manager</c> — retail creates it lazily via
/// <c>get_position_manager</c>; acdream constructs it eagerly, which is
/// behaviorally identical because the empty facade no-ops until its first
/// <c>StickTo</c>/<c>ConstrainTo</c>). <see cref="HandleUpdateTarget"/> fans
/// deliveries to the injected MoveToManager fan FIRST, then the
/// PositionManager — retail <c>CPhysicsObj::HandleUpdateTarget</c> order
/// (0x00512bc0: MovementManager @0x00512bf0, PositionManager
/// @0x00512c1a).</para>
/// </summary>
public sealed class EntityPhysicsHost : IPhysicsObjHost
{
private Func<Position> _getPosition;
private Func<Vector3> _getVelocity;
private Func<float> _getRadius;
private Func<bool> _inContact;
private Func<float?> _minterpMaxSpeed;
private Func<double> _curTime;
private Func<double> _physicsTimerTime;
private Func<uint, IPhysicsObjHost?> _getObjectA;
private Action<TargetInfo> _handleUpdateTarget;
private Action _interruptCurrentMovement;
private readonly TargetManager _targetManager;
public EntityPhysicsHost(
uint id,
Func<Position> getPosition,
Func<Vector3> getVelocity,
Func<float> getRadius,
Func<bool> inContact,
Func<float?> minterpMaxSpeed,
Func<double> curTime,
Func<double> physicsTimerTime,
Func<uint, IPhysicsObjHost?> getObjectA,
Action<TargetInfo> handleUpdateTarget,
Action interruptCurrentMovement)
{
Id = id;
_getPosition = null!;
_getVelocity = null!;
_getRadius = null!;
_inContact = null!;
_minterpMaxSpeed = null!;
_curTime = null!;
_physicsTimerTime = null!;
_getObjectA = null!;
_handleUpdateTarget = null!;
_interruptCurrentMovement = null!;
Rebind(
getPosition,
getVelocity,
getRadius,
inContact,
minterpMaxSpeed,
curTime,
physicsTimerTime,
getObjectA,
handleUpdateTarget,
interruptCurrentMovement);
_targetManager = new TargetManager(this);
PositionManager = new PositionManager(this);
}
/// <summary>
/// Rebinds the changing CPhysicsObj access seams without replacing this
/// object's retail-lifetime managers. A static/minimal live object can gain
/// a MovementManager later, and the local player controller can be rebuilt,
/// but retail keeps the same CPhysicsObj, TargetManager, and PositionManager
/// for the accepted INSTANCE_TS incarnation. Existing voyeur, sticky, and
/// constraint state therefore survives the upgrade.
/// </summary>
private void Rebind(
Func<Position> getPosition,
Func<Vector3> getVelocity,
Func<float> getRadius,
Func<bool> inContact,
Func<float?> minterpMaxSpeed,
Func<double> curTime,
Func<double> physicsTimerTime,
Func<uint, IPhysicsObjHost?> getObjectA,
Action<TargetInfo> handleUpdateTarget,
Action interruptCurrentMovement)
{
ArgumentNullException.ThrowIfNull(getPosition);
ArgumentNullException.ThrowIfNull(getVelocity);
ArgumentNullException.ThrowIfNull(getRadius);
ArgumentNullException.ThrowIfNull(inContact);
ArgumentNullException.ThrowIfNull(minterpMaxSpeed);
ArgumentNullException.ThrowIfNull(curTime);
ArgumentNullException.ThrowIfNull(physicsTimerTime);
ArgumentNullException.ThrowIfNull(getObjectA);
ArgumentNullException.ThrowIfNull(handleUpdateTarget);
ArgumentNullException.ThrowIfNull(interruptCurrentMovement);
_getPosition = getPosition;
_getVelocity = getVelocity;
_getRadius = getRadius;
_inContact = inContact;
_minterpMaxSpeed = minterpMaxSpeed;
_curTime = curTime;
_physicsTimerTime = physicsTimerTime;
_getObjectA = getObjectA;
_handleUpdateTarget = handleUpdateTarget;
_interruptCurrentMovement = interruptCurrentMovement;
}
/// <summary>
/// Applies a freshly composed delegate configuration while retaining this
/// host's exact identity and manager instances.
/// </summary>
private void RebindFrom(EntityPhysicsHost configuration)
{
ArgumentNullException.ThrowIfNull(configuration);
if (configuration.Id != Id)
throw new ArgumentException(
"A physics-host configuration must match the existing host GUID.",
nameof(configuration));
Rebind(
configuration._getPosition,
configuration._getVelocity,
configuration._getRadius,
configuration._inContact,
configuration._minterpMaxSpeed,
configuration._curTime,
configuration._physicsTimerTime,
configuration._getObjectA,
configuration._handleUpdateTarget,
configuration._interruptCurrentMovement);
}
/// <summary>
/// Publishes the first host for an exact live-object incarnation, or
/// enriches that incarnation's existing minimal host in place. This is the
/// shared remote/player composition seam; it deliberately never replaces
/// TargetManager or PositionManager ownership.
/// </summary>
internal static EntityPhysicsHost InstallOrRebind(
LiveEntityRuntime runtime,
LiveEntityRecord expectedRecord,
EntityPhysicsHost configuration)
{
ArgumentNullException.ThrowIfNull(runtime);
ArgumentNullException.ThrowIfNull(expectedRecord);
ArgumentNullException.ThrowIfNull(configuration);
if (!runtime.TryGetRecord(expectedRecord.ServerGuid, out LiveEntityRecord current)
|| !ReferenceEquals(current, expectedRecord))
{
throw new InvalidOperationException(
$"Live entity 0x{expectedRecord.ServerGuid:X8} changed incarnation during physics-host composition.");
}
if (current.PhysicsHost is null)
{
runtime.InstallPhysicsHost(current, configuration);
return configuration;
}
if (current.PhysicsHost is not EntityPhysicsHost existing)
{
throw new InvalidOperationException(
$"Live entity 0x{expectedRecord.ServerGuid:X8} owns an incompatible physics-host implementation.");
}
existing.RebindFrom(configuration);
return existing;
}
/// <summary>
/// Validates an exact incarnation and returns the manager-stable host that
/// a later <see cref="InstallOrRebind"/> will publish, without changing any
/// live delegates. Player-mode construction uses this preparation edge so
/// DAT/physics/camera failures cannot expose a half-rebound host.
/// </summary>
internal static EntityPhysicsHost SelectStableHostWithoutRebind(
LiveEntityRuntime runtime,
LiveEntityRecord expectedRecord,
EntityPhysicsHost configuration)
{
ArgumentNullException.ThrowIfNull(runtime);
ArgumentNullException.ThrowIfNull(expectedRecord);
ArgumentNullException.ThrowIfNull(configuration);
if (!runtime.TryGetRecord(expectedRecord.ServerGuid, out LiveEntityRecord current)
|| !ReferenceEquals(current, expectedRecord))
{
throw new InvalidOperationException(
$"Live entity 0x{expectedRecord.ServerGuid:X8} changed incarnation during physics-host preparation.");
}
return current.PhysicsHost switch
{
null => configuration,
EntityPhysicsHost existing => existing,
_ => throw new InvalidOperationException(
$"Live entity 0x{expectedRecord.ServerGuid:X8} owns an incompatible physics-host implementation."),
};
}
/// <summary>
/// Builds the position-only CPhysicsObj facade used before an animated or
/// player movement owner exists. The delegates capture the exact live
/// record rather than the visible-world projection, so exit_world
/// notifications retain the object's last cell and frame after the picker
/// view has already withdrawn it.
/// </summary>
internal static EntityPhysicsHost CreateMinimal(
LiveEntityRecord record,
Func<uint, IPhysicsObjHost?> resolve,
Func<double> now)
{
ArgumentNullException.ThrowIfNull(record);
ArgumentNullException.ThrowIfNull(resolve);
ArgumentNullException.ThrowIfNull(now);
return new EntityPhysicsHost(
record.ServerGuid,
getPosition: () => new Position(
record.FullCellId,
record.WorldEntity?.Position ?? Vector3.Zero,
record.WorldEntity?.Rotation ?? Quaternion.Identity),
getVelocity: () => Vector3.Zero,
getRadius: () => 0f,
inContact: () => true,
minterpMaxSpeed: () => null,
curTime: now,
physicsTimerTime: now,
getObjectA: resolve,
handleUpdateTarget: _ => { },
interruptCurrentMovement: () => { });
}
// ── IPhysicsObjHost accessors ──────────────────────────────────────────
public uint Id { get; }
public Position Position => _getPosition();
public Vector3 Velocity => _getVelocity();
public float Radius => _getRadius();
public bool InContact => _inContact();
public float? MinterpMaxSpeed => _minterpMaxSpeed();
public double CurTime => _curTime();
public double PhysicsTimerTime => _physicsTimerTime();
/// <summary>The owned voyeur manager (retail
/// <c>CPhysicsObj::target_manager</c>).</summary>
public TargetManager TargetManager => _targetManager;
/// <summary>R5-V3 — the owned <see cref="PositionManager"/> facade (retail
/// <c>CPhysicsObj::position_manager</c>): sticky follow + (unarmed)
/// constraint leash. Seam targets: <c>MoveToManager.StickTo/Unstick</c>,
/// <c>MotionInterpreter.UnstickFromObject</c>, the per-tick
/// <c>AdjustOffset</c>/<c>UseTime</c> drivers.</summary>
public PositionManager PositionManager { get; }
// ── IPhysicsObjHost fan-out / target-tracking seams ────────────────────
public IPhysicsObjHost? GetObjectA(uint id) => _getObjectA(id);
public IPhysicsObjHost? GetRelationshipTarget(uint objectId) =>
_targetManager.GetRelationshipTarget(objectId);
public void HandleUpdateTarget(TargetInfo info)
{
// Retail CPhysicsObj::HandleUpdateTarget (0x00512bc0) fan order:
// MovementManager (the injected MoveToManager fan) first, then
// PositionManager (@0x00512c1a — the R5-V3 sticky consumer).
_handleUpdateTarget(info);
PositionManager.HandleUpdateTarget(info);
}
public void InterruptCurrentMovement() => _interruptCurrentMovement();
public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
=> _targetManager.SetTarget(contextId, objectId, radius, quantum);
public void ClearTarget() => _targetManager.ClearTarget();
public void ReceiveTargetUpdate(TargetInfo info, IPhysicsObjHost sender) =>
_targetManager.ReceiveUpdate(info, sender);
public void AddVoyeur(IPhysicsObjHost watcher, float radius, double quantum)
=> _targetManager.AddVoyeur(watcher, radius, quantum);
public void RemoveVoyeur(uint watcherId, IPhysicsObjHost expectedWatcher) =>
_targetManager.RemoveVoyeur(watcherId, expectedWatcher);
// ── per-tick driver + lifecycle (called by GameWindow) ─────────────────
/// <summary>Retail <c>TargetManager::HandleTargetting</c> — the per-tick
/// voyeur sweep (self-throttled to 0.5 s). Retail runs it unconditionally
/// for every entity in <c>UpdateObjectInternal</c>, BEFORE the movement
/// managers' <c>UseTime</c>.</summary>
public void HandleTargetting() => _targetManager.HandleTargetting();
/// <summary>Retail <c>CPhysicsObj::exit_world</c>'s
/// <c>TargetManager::NotifyVoyeurOfEvent(ExitWorld)</c> — tell every
/// watcher of this entity that it left the world (they drop the
/// stick/moveto). Called on despawn before the host is removed from the
/// registry.</summary>
public void NotifyExitWorld() => _targetManager.NotifyVoyeurOfEvent(TargetStatus.ExitWorld);
/// <summary>
/// A Hidden object remains logically alive but is removed from the cell
/// lookup/interaction surface. Retail's DetectionManager sends
/// <c>LeftDetection</c> from <c>CObjCell::hide_object</c>; that manager is
/// not ported yet, so the App bridges the same unavailability edge through
/// the existing target fan-out. The non-Ok update tears down watcher
/// MoveTo/Sticky consumers, and the watched-role table is cleared so an
/// UnHide re-subscription receives a fresh initial snapshot. The object's
/// own watcher role is deliberately preserved.
/// </summary>
public void NotifyHidden() =>
_targetManager.NotifyVoyeurOfEventAndClear(TargetStatus.ExitWorld);
/// <summary>R5-V3 (#171): retail <c>CPhysicsObj::teleport_hook</c>'s tail
/// (0x00514ed0 @0x00514f1b-0x00514f28) — <c>TargetManager::ClearTarget</c>
/// (drop this entity's OWN subscription) then
/// <c>NotifyVoyeurOfEvent(Teleported)</c> (every entity watching THIS one
/// drops its stick/moveto — <c>StickyManager::HandleUpdateTarget</c>'s
/// non-Ok teardown path). Called after a teleport placement.</summary>
public void NotifyTeleported()
{
_targetManager.ClearTarget();
_targetManager.NotifyVoyeurOfEvent(TargetStatus.Teleported);
}
}