Ten bite-sized tasks covering: solution reorg into four projects, TDD-driven PluginManifest parsing + discovery + collectible-ALC loader (with a real fixture DLL), LandblockMesh pure generator, Silk.NET window smoke, dat-backed landblock mesh upload, height- ramp shader + orbit camera, and finally the end-to-end smoke plugin round-trip. Manual visual smoke only for the GL bits; xUnit TDD for everything testable. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1915 lines
57 KiB
Markdown
1915 lines
57 KiB
Markdown
# Phase 1 — Terrain Rendering + Plugin Scaffold Implementation Plan
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> **For Claude:** REQUIRED SUB-SKILL: Use superpowers:executing-plans to implement this plan task-by-task.
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**Goal:** Open a Silk.NET OpenGL window and render one AC landblock's terrain heightmap loaded from the retail dats, while standing up the plugin abstractions + host so that a trivial smoke plugin loads on startup and logs a message.
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**Architecture:** Expand the solution from a single CLI project into four projects: `AcDream.Plugin.Abstractions` (pure interfaces, no deps), `AcDream.Core` (plugin loader + terrain mesh builder), `AcDream.App` (Silk.NET window + render loop + plugin host wiring), and `AcDream.Core.Tests` (xUnit). A fifth tiny project, `AcDream.Plugins.Smoke`, exercises the plugin host end-to-end by building into the runtime `plugins/` folder. Phase 1 ends when the App opens a window, renders one real landblock's terrain, and the smoke plugin shows up in the log.
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**Tech Stack:** .NET 10, Silk.NET (OpenGL 2.23.0, Windowing), xUnit, Chorizite.DatReaderWriter 2.1.4, Serilog (structured logging). No Avalonia yet — just a raw Silk.NET window.
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**Context for the engineer:** The repo is at commit `c016ab5` with Phase 0 done (`src/AcDream.Cli/Program.cs` dumps dat asset counts). Read the plugin architecture design at `docs/plans/2026-04-10-plugin-architecture-design.md` before starting. Read the dat research notes in the session memory at `C:\Users\erikn\.claude\projects\C--Users-erikn-source-repos-acdream\memory\project_research_findings.md`. The retail AC install lives at `references/Asheron's Call/` (gitignored). The user sets `ACDREAM_DAT_DIR` pointing at that folder or passes it as a CLI argument.
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**Testing philosophy:** TDD the parts that are testable — plugin manifest parsing, plugin discovery, plugin loader (with a real fixture DLL), and landblock mesh generation (pure math on a LandBlock DBObj). Manual smoke test the inherently visual parts — window creation, GL rendering. Manual smoke for rendering is fine; do NOT write GL mock tests.
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**Commit cadence:** Commit at the end of every task. Never batch tasks.
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---
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## Task 1: Solution reorg — add the four new projects
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**Files:**
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- Create: `src/AcDream.Plugin.Abstractions/AcDream.Plugin.Abstractions.csproj`
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- Create: `src/AcDream.Plugin.Abstractions/Placeholder.cs` (temporary; deleted in Task 4)
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- Create: `src/AcDream.Core/AcDream.Core.csproj`
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- Create: `src/AcDream.Core/Placeholder.cs` (temporary; deleted in Task 2)
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- Create: `src/AcDream.App/AcDream.App.csproj`
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- Create: `src/AcDream.App/Program.cs`
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- Create: `tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj`
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- Create: `tests/AcDream.Core.Tests/SmokeTest.cs`
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- Modify: `AcDream.slnx` (add the four projects)
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**Step 1: Create class library for plugin abstractions**
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```bash
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dotnet new classlib -n AcDream.Plugin.Abstractions -o src/AcDream.Plugin.Abstractions -f net10.0
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```
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Delete the template `Class1.cs` and replace with a one-line placeholder:
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```csharp
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// src/AcDream.Plugin.Abstractions/Placeholder.cs
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namespace AcDream.Plugin.Abstractions;
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internal static class Placeholder { }
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```
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Edit the csproj to enable nullable + implicit usings + latest lang:
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```xml
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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</PropertyGroup>
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</Project>
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```
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**Step 2: Create class library for the core**
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```bash
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dotnet new classlib -n AcDream.Core -o src/AcDream.Core -f net10.0
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```
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Delete template `Class1.cs`. Add placeholder:
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```csharp
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// src/AcDream.Core/Placeholder.cs
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namespace AcDream.Core;
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internal static class Placeholder { }
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```
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Same csproj shape as above. Add package references and a project reference to `AcDream.Plugin.Abstractions`:
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```xml
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Chorizite.DatReaderWriter" Version="2.1.4" />
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<PackageReference Include="Serilog" Version="4.0.2" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\AcDream.Plugin.Abstractions\AcDream.Plugin.Abstractions.csproj" />
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</ItemGroup>
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</Project>
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```
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**Step 3: Create the App console exe**
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```bash
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dotnet new console -n AcDream.App -o src/AcDream.App -f net10.0
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```
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Replace `Program.cs` with a minimal entry that will grow:
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```csharp
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// src/AcDream.App/Program.cs
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Console.WriteLine("acdream app — phase 1 skeleton");
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return 0;
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```
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Edit csproj to reference `AcDream.Core` and add Silk.NET packages:
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```xml
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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<RootNamespace>AcDream.App</RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Silk.NET.OpenGL" Version="2.23.0" />
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<PackageReference Include="Silk.NET.Windowing" Version="2.23.0" />
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<PackageReference Include="Silk.NET.Input" Version="2.23.0" />
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<PackageReference Include="Serilog" Version="4.0.2" />
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<PackageReference Include="Serilog.Sinks.Console" Version="6.0.0" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\AcDream.Core\AcDream.Core.csproj" />
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</ItemGroup>
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</Project>
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```
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**Step 4: Create xUnit test project**
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```bash
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dotnet new xunit -n AcDream.Core.Tests -o tests/AcDream.Core.Tests -f net10.0
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```
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Delete the template `UnitTest1.cs`. Create a single smoke test that proves the test project wires correctly:
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```csharp
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// tests/AcDream.Core.Tests/SmokeTest.cs
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namespace AcDream.Core.Tests;
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public class SmokeTest
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{
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[Fact]
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public void TestProject_IsWired()
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{
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Assert.True(true);
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}
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}
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```
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Edit csproj to reference `AcDream.Core`:
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```xml
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<ItemGroup>
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<ProjectReference Include="..\..\src\AcDream.Core\AcDream.Core.csproj" />
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</ItemGroup>
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```
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**Step 5: Add all four projects to the solution**
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```bash
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dotnet sln add src/AcDream.Plugin.Abstractions/AcDream.Plugin.Abstractions.csproj
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dotnet sln add src/AcDream.Core/AcDream.Core.csproj
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dotnet sln add src/AcDream.App/AcDream.App.csproj
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dotnet sln add tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj
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```
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**Step 6: Build and test — everything green**
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```bash
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dotnet build
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```
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Expected: `Build succeeded. 0 Warning(s) 0 Error(s)`.
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```bash
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dotnet test
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```
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Expected: `Passed: 1, Failed: 0`.
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```bash
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dotnet run --project src/AcDream.App
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```
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Expected: prints `acdream app — phase 1 skeleton` and exits.
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**Step 7: Commit**
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```bash
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git add src/AcDream.Plugin.Abstractions src/AcDream.Core src/AcDream.App tests/AcDream.Core.Tests AcDream.slnx
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git commit -m "chore: phase 1 — add Core, Abstractions, App, Tests projects"
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```
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---
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## Task 2: PluginManifest record + JSON parsing
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**Files:**
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- Create: `src/AcDream.Core/Plugins/PluginManifest.cs`
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- Create: `tests/AcDream.Core.Tests/Plugins/PluginManifestTests.cs`
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- Delete: `src/AcDream.Core/Placeholder.cs`
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**Step 1: Write the failing tests**
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```csharp
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// tests/AcDream.Core.Tests/Plugins/PluginManifestTests.cs
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using AcDream.Core.Plugins;
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namespace AcDream.Core.Tests.Plugins;
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public class PluginManifestTests
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{
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[Fact]
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public void Parse_ValidManifest_ReturnsManifest()
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{
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const string json = """
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{
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"id": "acdream.smoke",
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"displayName": "Smoke Test",
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"version": "0.1.0",
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"entryDll": "AcDream.Plugins.Smoke.dll",
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"apiVersion": 1
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}
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""";
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var manifest = PluginManifest.Parse(json);
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Assert.Equal("acdream.smoke", manifest.Id);
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Assert.Equal("Smoke Test", manifest.DisplayName);
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Assert.Equal("0.1.0", manifest.Version);
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Assert.Equal("AcDream.Plugins.Smoke.dll", manifest.EntryDll);
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Assert.Equal(1, manifest.ApiVersion);
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}
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[Fact]
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public void Parse_MissingRequiredField_Throws()
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{
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const string json = """
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{ "id": "x", "version": "0.1.0", "entryDll": "x.dll", "apiVersion": 1 }
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""";
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var ex = Assert.Throws<PluginManifestException>(() => PluginManifest.Parse(json));
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Assert.Contains("displayName", ex.Message);
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}
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[Fact]
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public void Parse_MalformedJson_Throws()
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{
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Assert.Throws<PluginManifestException>(() => PluginManifest.Parse("{ not json"));
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}
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[Fact]
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public void Parse_EmptyDependencies_DefaultsToEmptyList()
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{
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const string json = """
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{
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"id": "x",
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"displayName": "X",
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"version": "0.1.0",
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"entryDll": "x.dll",
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"apiVersion": 1
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}
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""";
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var manifest = PluginManifest.Parse(json);
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Assert.Empty(manifest.Dependencies);
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}
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}
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```
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**Step 2: Run tests to verify they fail**
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```bash
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dotnet test --filter FullyQualifiedName~PluginManifestTests
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```
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Expected: compile errors for `PluginManifest`, `PluginManifestException` — types don't exist.
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**Step 3: Implement `PluginManifest`**
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```csharp
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// src/AcDream.Core/Plugins/PluginManifest.cs
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace AcDream.Core.Plugins;
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public sealed record PluginManifest(
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string Id,
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string DisplayName,
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string Version,
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string EntryDll,
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int ApiVersion,
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IReadOnlyList<string> Dependencies)
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{
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public static PluginManifest Parse(string json)
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{
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PluginManifestDto? dto;
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try
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{
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dto = JsonSerializer.Deserialize<PluginManifestDto>(json, JsonOptions);
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}
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catch (JsonException ex)
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{
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throw new PluginManifestException($"invalid json: {ex.Message}", ex);
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}
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if (dto is null)
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throw new PluginManifestException("manifest is empty");
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Require(dto.Id, nameof(dto.Id));
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Require(dto.DisplayName, nameof(dto.DisplayName));
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Require(dto.Version, nameof(dto.Version));
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Require(dto.EntryDll, nameof(dto.EntryDll));
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if (dto.ApiVersion <= 0)
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throw new PluginManifestException("apiVersion must be >= 1");
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return new PluginManifest(
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dto.Id!,
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dto.DisplayName!,
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dto.Version!,
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dto.EntryDll!,
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dto.ApiVersion,
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dto.Dependencies ?? Array.Empty<string>());
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}
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private static void Require(string? value, string fieldName)
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{
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if (string.IsNullOrWhiteSpace(value))
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throw new PluginManifestException($"missing required field: {char.ToLowerInvariant(fieldName[0])}{fieldName[1..]}");
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}
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private static readonly JsonSerializerOptions JsonOptions = new()
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{
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
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PropertyNameCaseInsensitive = true,
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};
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private sealed class PluginManifestDto
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{
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public string? Id { get; set; }
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public string? DisplayName { get; set; }
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public string? Version { get; set; }
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public string? EntryDll { get; set; }
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public int ApiVersion { get; set; }
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public IReadOnlyList<string>? Dependencies { get; set; }
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}
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}
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public sealed class PluginManifestException : Exception
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{
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public PluginManifestException(string message) : base(message) { }
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public PluginManifestException(string message, Exception inner) : base(message, inner) { }
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}
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```
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Delete the placeholder: `git rm src/AcDream.Core/Placeholder.cs`.
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**Step 4: Run tests to verify they pass**
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```bash
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dotnet test --filter FullyQualifiedName~PluginManifestTests
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```
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Expected: `Passed: 4, Failed: 0`.
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**Step 5: Commit**
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```bash
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git add src/AcDream.Core/Plugins/PluginManifest.cs tests/AcDream.Core.Tests/Plugins/PluginManifestTests.cs
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git rm src/AcDream.Core/Placeholder.cs
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git commit -m "feat(core): add PluginManifest json parsing"
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```
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---
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## Task 3: Plugin discovery — scan a directory
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**Files:**
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- Create: `src/AcDream.Core/Plugins/PluginDiscovery.cs`
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- Create: `tests/AcDream.Core.Tests/Plugins/PluginDiscoveryTests.cs`
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**Step 1: Write the failing tests**
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```csharp
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// tests/AcDream.Core.Tests/Plugins/PluginDiscoveryTests.cs
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using AcDream.Core.Plugins;
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namespace AcDream.Core.Tests.Plugins;
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public class PluginDiscoveryTests : IDisposable
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{
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private readonly string _tempDir;
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public PluginDiscoveryTests()
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{
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_tempDir = Path.Combine(Path.GetTempPath(), "acdream-test-" + Guid.NewGuid().ToString("N"));
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Directory.CreateDirectory(_tempDir);
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}
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public void Dispose()
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{
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if (Directory.Exists(_tempDir))
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Directory.Delete(_tempDir, recursive: true);
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}
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private string WriteManifest(string folder, string json)
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{
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var dir = Path.Combine(_tempDir, folder);
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Directory.CreateDirectory(dir);
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var path = Path.Combine(dir, "plugin.json");
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File.WriteAllText(path, json);
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return dir;
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}
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private const string ValidManifest = """
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{
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"id": "acdream.example",
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"displayName": "Example",
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"version": "0.1.0",
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"entryDll": "example.dll",
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"apiVersion": 1
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}
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""";
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[Fact]
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public void Scan_EmptyDirectory_ReturnsEmpty()
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{
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var results = PluginDiscovery.Scan(_tempDir);
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Assert.Empty(results);
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}
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[Fact]
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public void Scan_NonexistentDirectory_ReturnsEmpty()
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{
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var results = PluginDiscovery.Scan(Path.Combine(_tempDir, "does-not-exist"));
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Assert.Empty(results);
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}
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[Fact]
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public void Scan_OneValidPlugin_ReturnsOneSuccess()
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{
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var pluginDir = WriteManifest("example", ValidManifest);
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var results = PluginDiscovery.Scan(_tempDir);
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var single = Assert.Single(results);
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Assert.True(single.Success);
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Assert.NotNull(single.Manifest);
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Assert.Equal("acdream.example", single.Manifest!.Id);
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Assert.Equal(pluginDir, single.PluginDirectory);
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}
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[Fact]
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public void Scan_SubdirWithoutManifest_IsSkipped()
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{
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Directory.CreateDirectory(Path.Combine(_tempDir, "noplugin"));
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WriteManifest("real", ValidManifest);
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var results = PluginDiscovery.Scan(_tempDir);
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Assert.Single(results);
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}
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[Fact]
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public void Scan_InvalidManifest_ReturnsFailureButKeepsGoing()
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{
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WriteManifest("broken", "{ not json");
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WriteManifest("ok", ValidManifest);
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var results = PluginDiscovery.Scan(_tempDir).ToList();
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Assert.Equal(2, results.Count);
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Assert.Contains(results, r => !r.Success && r.Error != null);
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Assert.Contains(results, r => r.Success);
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}
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}
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```
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**Step 2: Run tests to verify they fail**
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```bash
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dotnet test --filter FullyQualifiedName~PluginDiscoveryTests
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```
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Expected: compile errors for `PluginDiscovery`.
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**Step 3: Implement `PluginDiscovery`**
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```csharp
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// src/AcDream.Core/Plugins/PluginDiscovery.cs
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namespace AcDream.Core.Plugins;
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public sealed record PluginDiscoveryResult(
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string PluginDirectory,
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PluginManifest? Manifest,
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string? Error)
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{
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public bool Success => Manifest is not null && Error is null;
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}
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public static class PluginDiscovery
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{
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public static IReadOnlyList<PluginDiscoveryResult> Scan(string pluginsRootDirectory)
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{
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if (!Directory.Exists(pluginsRootDirectory))
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return Array.Empty<PluginDiscoveryResult>();
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var results = new List<PluginDiscoveryResult>();
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||
foreach (var subdir in Directory.EnumerateDirectories(pluginsRootDirectory))
|
||
{
|
||
var manifestPath = Path.Combine(subdir, "plugin.json");
|
||
if (!File.Exists(manifestPath))
|
||
continue;
|
||
|
||
try
|
||
{
|
||
var json = File.ReadAllText(manifestPath);
|
||
var manifest = PluginManifest.Parse(json);
|
||
results.Add(new PluginDiscoveryResult(subdir, manifest, null));
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
results.Add(new PluginDiscoveryResult(subdir, null, ex.Message));
|
||
}
|
||
}
|
||
return results;
|
||
}
|
||
}
|
||
```
|
||
|
||
**Step 4: Run tests to verify they pass**
|
||
|
||
```bash
|
||
dotnet test --filter FullyQualifiedName~PluginDiscoveryTests
|
||
```
|
||
Expected: `Passed: 5, Failed: 0`.
|
||
|
||
**Step 5: Commit**
|
||
|
||
```bash
|
||
git add src/AcDream.Core/Plugins/PluginDiscovery.cs tests/AcDream.Core.Tests/Plugins/PluginDiscoveryTests.cs
|
||
git commit -m "feat(core): add PluginDiscovery directory scan"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 4: Plugin abstractions — minimal interfaces
|
||
|
||
**Files:**
|
||
- Create: `src/AcDream.Plugin.Abstractions/IAcDreamPlugin.cs`
|
||
- Create: `src/AcDream.Plugin.Abstractions/IPluginHost.cs`
|
||
- Create: `src/AcDream.Plugin.Abstractions/ILogger.cs`
|
||
- Delete: `src/AcDream.Plugin.Abstractions/Placeholder.cs`
|
||
|
||
**No TDD for pure interfaces.** Interfaces are type declarations, not behavior. Tests get added when the host wires up real implementations (Task 5+).
|
||
|
||
**Step 1: Write the interfaces**
|
||
|
||
```csharp
|
||
// src/AcDream.Plugin.Abstractions/IAcDreamPlugin.cs
|
||
namespace AcDream.Plugin.Abstractions;
|
||
|
||
public interface IAcDreamPlugin
|
||
{
|
||
void Initialize(IPluginHost host);
|
||
void Enable();
|
||
void Disable();
|
||
}
|
||
```
|
||
|
||
```csharp
|
||
// src/AcDream.Plugin.Abstractions/IPluginHost.cs
|
||
namespace AcDream.Plugin.Abstractions;
|
||
|
||
/// <summary>
|
||
/// Entry point for a plugin into the acdream runtime. The surface will grow
|
||
/// across phases as more systems come online. For Phase 1 only ILogger is real.
|
||
/// </summary>
|
||
public interface IPluginHost
|
||
{
|
||
ILogger Log { get; }
|
||
}
|
||
```
|
||
|
||
```csharp
|
||
// src/AcDream.Plugin.Abstractions/ILogger.cs
|
||
namespace AcDream.Plugin.Abstractions;
|
||
|
||
public interface ILogger
|
||
{
|
||
void Info(string message);
|
||
void Warn(string message);
|
||
void Error(string message, Exception? exception = null);
|
||
}
|
||
```
|
||
|
||
Delete the placeholder: `git rm src/AcDream.Plugin.Abstractions/Placeholder.cs`.
|
||
|
||
**Step 2: Build — verify abstractions compile**
|
||
|
||
```bash
|
||
dotnet build src/AcDream.Plugin.Abstractions
|
||
```
|
||
Expected: `Build succeeded. 0 Warning(s) 0 Error(s)`.
|
||
|
||
**Step 3: Commit**
|
||
|
||
```bash
|
||
git add src/AcDream.Plugin.Abstractions
|
||
git rm src/AcDream.Plugin.Abstractions/Placeholder.cs
|
||
git commit -m "feat(abstractions): add IAcDreamPlugin, IPluginHost, ILogger"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 5: PluginLoader — load DLL into collectible ALC and instantiate
|
||
|
||
**Files:**
|
||
- Create: `src/AcDream.Core/Plugins/PluginAssemblyLoadContext.cs`
|
||
- Create: `src/AcDream.Core/Plugins/PluginLoader.cs`
|
||
- Create: `src/AcDream.Core/Plugins/LoadedPlugin.cs`
|
||
- Create: `tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs`
|
||
- Create: `tests/AcDream.Core.Tests.Fixtures.HelloPlugin/AcDream.Core.Tests.Fixtures.HelloPlugin.csproj`
|
||
- Create: `tests/AcDream.Core.Tests.Fixtures.HelloPlugin/HelloPlugin.cs`
|
||
|
||
**Fixture plugin project.** To test loading a real DLL we need a real plugin DLL. We build one in the solution under `tests/AcDream.Core.Tests.Fixtures.HelloPlugin/`. It's not referenced by the test project — instead the test project reads its build output directly from `tests/AcDream.Core.Tests.Fixtures.HelloPlugin/bin/$(Configuration)/net10.0/`. The test project's csproj has a BeforeTargets hook to ensure the fixture builds first.
|
||
|
||
**Step 1: Create the fixture plugin**
|
||
|
||
```bash
|
||
dotnet new classlib -n AcDream.Core.Tests.Fixtures.HelloPlugin -o tests/AcDream.Core.Tests.Fixtures.HelloPlugin -f net10.0
|
||
```
|
||
|
||
Delete the template `Class1.cs`. Replace csproj contents:
|
||
|
||
```xml
|
||
<Project Sdk="Microsoft.NET.Sdk">
|
||
<PropertyGroup>
|
||
<TargetFramework>net10.0</TargetFramework>
|
||
<ImplicitUsings>enable</ImplicitUsings>
|
||
<Nullable>enable</Nullable>
|
||
<LangVersion>latest</LangVersion>
|
||
<IsPackable>false</IsPackable>
|
||
</PropertyGroup>
|
||
<ItemGroup>
|
||
<ProjectReference Include="..\..\src\AcDream.Plugin.Abstractions\AcDream.Plugin.Abstractions.csproj">
|
||
<Private>false</Private>
|
||
<ExcludeAssets>runtime</ExcludeAssets>
|
||
</ProjectReference>
|
||
</ItemGroup>
|
||
</Project>
|
||
```
|
||
|
||
(The `Private=false` + `ExcludeAssets=runtime` ensures the fixture plugin does NOT copy `AcDream.Plugin.Abstractions.dll` next to itself — critical, because the host supplies that assembly from the default ALC; having a second copy would break type identity.)
|
||
|
||
Create the plugin class:
|
||
|
||
```csharp
|
||
// tests/AcDream.Core.Tests.Fixtures.HelloPlugin/HelloPlugin.cs
|
||
using AcDream.Plugin.Abstractions;
|
||
|
||
namespace AcDream.Core.Tests.Fixtures.HelloPlugin;
|
||
|
||
public sealed class HelloPlugin : IAcDreamPlugin
|
||
{
|
||
public int InitializeCount { get; private set; }
|
||
public int EnableCount { get; private set; }
|
||
public int DisableCount { get; private set; }
|
||
public IPluginHost? ReceivedHost { get; private set; }
|
||
|
||
public void Initialize(IPluginHost host)
|
||
{
|
||
ReceivedHost = host;
|
||
InitializeCount++;
|
||
}
|
||
|
||
public void Enable() => EnableCount++;
|
||
public void Disable() => DisableCount++;
|
||
}
|
||
```
|
||
|
||
Add to solution:
|
||
|
||
```bash
|
||
dotnet sln add tests/AcDream.Core.Tests.Fixtures.HelloPlugin/AcDream.Core.Tests.Fixtures.HelloPlugin.csproj
|
||
```
|
||
|
||
Add the fixture as a build-order dependency (but NOT a reference) on the test project. Edit `tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj` to add:
|
||
|
||
```xml
|
||
<ItemGroup>
|
||
<!-- Build ordering only — do NOT reference at runtime. The tests locate the
|
||
fixture DLL by path and load it into a separate ALC. -->
|
||
<ProjectReference Include="..\AcDream.Core.Tests.Fixtures.HelloPlugin\AcDream.Core.Tests.Fixtures.HelloPlugin.csproj">
|
||
<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
|
||
<SkipGetTargetFrameworkProperties>true</SkipGetTargetFrameworkProperties>
|
||
</ProjectReference>
|
||
</ItemGroup>
|
||
```
|
||
|
||
**Step 2: Write the failing tests**
|
||
|
||
```csharp
|
||
// tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs
|
||
using AcDream.Core.Plugins;
|
||
using AcDream.Plugin.Abstractions;
|
||
|
||
namespace AcDream.Core.Tests.Plugins;
|
||
|
||
public class PluginLoaderTests
|
||
{
|
||
private static string FixturePluginPath()
|
||
{
|
||
// walk up from the test bin dir to the repo root, then into the fixture's build output
|
||
var baseDir = AppContext.BaseDirectory;
|
||
var configuration = new DirectoryInfo(baseDir).Parent!.Name; // Debug / Release
|
||
var repoRoot = FindRepoRoot(baseDir);
|
||
return Path.Combine(
|
||
repoRoot,
|
||
"tests", "AcDream.Core.Tests.Fixtures.HelloPlugin", "bin", configuration, "net10.0",
|
||
"AcDream.Core.Tests.Fixtures.HelloPlugin.dll");
|
||
}
|
||
|
||
private static string FindRepoRoot(string startDir)
|
||
{
|
||
var dir = new DirectoryInfo(startDir);
|
||
while (dir is not null && !File.Exists(Path.Combine(dir.FullName, "AcDream.slnx")))
|
||
dir = dir.Parent;
|
||
return dir?.FullName ?? throw new InvalidOperationException("repo root not found");
|
||
}
|
||
|
||
private sealed class StubHost : IPluginHost
|
||
{
|
||
public ILogger Log { get; } = new StubLogger();
|
||
}
|
||
|
||
private sealed class StubLogger : ILogger
|
||
{
|
||
public void Info(string message) { }
|
||
public void Warn(string message) { }
|
||
public void Error(string message, Exception? exception = null) { }
|
||
}
|
||
|
||
[Fact]
|
||
public void Load_FixtureDll_InstantiatesPluginAndCallsInitialize()
|
||
{
|
||
var dllPath = FixturePluginPath();
|
||
Assert.True(File.Exists(dllPath), $"fixture dll not found: {dllPath}");
|
||
|
||
var host = new StubHost();
|
||
var manifest = new PluginManifest(
|
||
Id: "acdream.test.hello",
|
||
DisplayName: "Hello",
|
||
Version: "0.0.1",
|
||
EntryDll: Path.GetFileName(dllPath),
|
||
ApiVersion: 1,
|
||
Dependencies: Array.Empty<string>());
|
||
|
||
var loaded = PluginLoader.Load(
|
||
pluginDirectory: Path.GetDirectoryName(dllPath)!,
|
||
manifest: manifest,
|
||
host: host);
|
||
|
||
Assert.True(loaded.Success);
|
||
Assert.NotNull(loaded.Plugin);
|
||
Assert.Equal("HelloPlugin", loaded.Plugin!.GetType().Name);
|
||
}
|
||
|
||
[Fact]
|
||
public void Load_MissingDll_ReturnsFailure()
|
||
{
|
||
var host = new StubHost();
|
||
var manifest = new PluginManifest(
|
||
Id: "x",
|
||
DisplayName: "X",
|
||
Version: "0.0.1",
|
||
EntryDll: "nope.dll",
|
||
ApiVersion: 1,
|
||
Dependencies: Array.Empty<string>());
|
||
|
||
var loaded = PluginLoader.Load("/does/not/exist", manifest, host);
|
||
|
||
Assert.False(loaded.Success);
|
||
Assert.NotNull(loaded.Error);
|
||
}
|
||
|
||
[Fact]
|
||
public void Load_DllWithNoPluginImpl_ReturnsFailure()
|
||
{
|
||
// Use AcDream.Core.dll itself — it has no IAcDreamPlugin impl
|
||
var coreDllDir = AppContext.BaseDirectory;
|
||
var host = new StubHost();
|
||
var manifest = new PluginManifest(
|
||
Id: "x",
|
||
DisplayName: "X",
|
||
Version: "0.0.1",
|
||
EntryDll: "AcDream.Core.dll",
|
||
ApiVersion: 1,
|
||
Dependencies: Array.Empty<string>());
|
||
|
||
var loaded = PluginLoader.Load(coreDllDir, manifest, host);
|
||
|
||
Assert.False(loaded.Success);
|
||
Assert.Contains("IAcDreamPlugin", loaded.Error ?? "");
|
||
}
|
||
}
|
||
```
|
||
|
||
**Step 3: Run tests to verify they fail**
|
||
|
||
```bash
|
||
dotnet test --filter FullyQualifiedName~PluginLoaderTests
|
||
```
|
||
Expected: compile errors for `PluginLoader`, `LoadedPlugin`.
|
||
|
||
**Step 4: Implement the loader**
|
||
|
||
```csharp
|
||
// src/AcDream.Core/Plugins/PluginAssemblyLoadContext.cs
|
||
using System.Reflection;
|
||
using System.Runtime.Loader;
|
||
|
||
namespace AcDream.Core.Plugins;
|
||
|
||
/// <summary>
|
||
/// Collectible ALC for a single plugin. Resolves assemblies from the plugin's
|
||
/// own directory EXCEPT for AcDream.Plugin.Abstractions, which must come from
|
||
/// the default (host) context so type identity for IAcDreamPlugin is preserved.
|
||
/// </summary>
|
||
internal sealed class PluginAssemblyLoadContext : AssemblyLoadContext
|
||
{
|
||
private readonly AssemblyDependencyResolver _resolver;
|
||
|
||
public PluginAssemblyLoadContext(string pluginDirectory, string pluginEntryPath)
|
||
: base(name: pluginDirectory, isCollectible: true)
|
||
{
|
||
_resolver = new AssemblyDependencyResolver(pluginEntryPath);
|
||
}
|
||
|
||
protected override Assembly? Load(AssemblyName assemblyName)
|
||
{
|
||
// Share the abstractions assembly with the host — do NOT reload it in the plugin ALC
|
||
if (assemblyName.Name == "AcDream.Plugin.Abstractions")
|
||
return null;
|
||
|
||
var path = _resolver.ResolveAssemblyToPath(assemblyName);
|
||
return path is null ? null : LoadFromAssemblyPath(path);
|
||
}
|
||
}
|
||
```
|
||
|
||
```csharp
|
||
// src/AcDream.Core/Plugins/LoadedPlugin.cs
|
||
using AcDream.Plugin.Abstractions;
|
||
|
||
namespace AcDream.Core.Plugins;
|
||
|
||
public sealed record LoadedPlugin(
|
||
PluginManifest Manifest,
|
||
IAcDreamPlugin? Plugin,
|
||
string? Error)
|
||
{
|
||
public bool Success => Plugin is not null && Error is null;
|
||
}
|
||
```
|
||
|
||
```csharp
|
||
// src/AcDream.Core/Plugins/PluginLoader.cs
|
||
using System.Reflection;
|
||
using AcDream.Plugin.Abstractions;
|
||
|
||
namespace AcDream.Core.Plugins;
|
||
|
||
public static class PluginLoader
|
||
{
|
||
public static LoadedPlugin Load(string pluginDirectory, PluginManifest manifest, IPluginHost host)
|
||
{
|
||
var dllPath = Path.Combine(pluginDirectory, manifest.EntryDll);
|
||
if (!File.Exists(dllPath))
|
||
return new LoadedPlugin(manifest, null, $"entry dll not found: {dllPath}");
|
||
|
||
try
|
||
{
|
||
var alc = new PluginAssemblyLoadContext(pluginDirectory, dllPath);
|
||
var asm = alc.LoadFromAssemblyPath(dllPath);
|
||
|
||
var pluginType = asm.GetTypes()
|
||
.FirstOrDefault(t => !t.IsAbstract && typeof(IAcDreamPlugin).IsAssignableFrom(t));
|
||
|
||
if (pluginType is null)
|
||
return new LoadedPlugin(manifest, null, $"no IAcDreamPlugin implementation found in {manifest.EntryDll}");
|
||
|
||
var instance = (IAcDreamPlugin)Activator.CreateInstance(pluginType)!;
|
||
instance.Initialize(host);
|
||
return new LoadedPlugin(manifest, instance, null);
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
return new LoadedPlugin(manifest, null, $"{ex.GetType().Name}: {ex.Message}");
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
**Step 5: Run tests to verify they pass**
|
||
|
||
```bash
|
||
dotnet test --filter FullyQualifiedName~PluginLoaderTests
|
||
```
|
||
Expected: `Passed: 3, Failed: 0`.
|
||
|
||
**Step 6: Commit**
|
||
|
||
```bash
|
||
git add src/AcDream.Core/Plugins/PluginAssemblyLoadContext.cs src/AcDream.Core/Plugins/PluginLoader.cs src/AcDream.Core/Plugins/LoadedPlugin.cs tests/AcDream.Core.Tests/Plugins/PluginLoaderTests.cs tests/AcDream.Core.Tests.Fixtures.HelloPlugin tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj AcDream.slnx
|
||
git commit -m "feat(core): add PluginLoader with collectible ALC"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 6: LandBlock mesh generation
|
||
|
||
**Context:** An AC LandBlock is 9×9 heightmap vertices covering an 8×8 grid of cells. Each cell is 24.0 world units wide (192.0 / 8). Height values are byte-scaled — multiply by `2.0f` to get world units. Each cell becomes 2 triangles, so one landblock = 128 triangles, 81 vertices.
|
||
|
||
**Files:**
|
||
- Create: `src/AcDream.Core/Terrain/LandblockMesh.cs`
|
||
- Create: `src/AcDream.Core/Terrain/Vertex.cs`
|
||
- Create: `tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs`
|
||
|
||
**Step 1: Write the failing tests**
|
||
|
||
```csharp
|
||
// tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs
|
||
using AcDream.Core.Terrain;
|
||
using DatReaderWriter.DBObjs;
|
||
using DatReaderWriter.Types;
|
||
|
||
namespace AcDream.Core.Tests.Terrain;
|
||
|
||
public class LandblockMeshTests
|
||
{
|
||
private static LandBlock BuildFlatLandBlock(byte heightIndex = 0)
|
||
{
|
||
var block = new LandBlock
|
||
{
|
||
HasObjects = false,
|
||
Terrain = new TerrainInfo[81],
|
||
Height = new byte[81],
|
||
};
|
||
for (int i = 0; i < 81; i++)
|
||
{
|
||
block.Terrain[i] = (ushort)0;
|
||
block.Height[i] = heightIndex;
|
||
}
|
||
return block;
|
||
}
|
||
|
||
[Fact]
|
||
public void Build_FlatBlock_Produces81VerticesAnd128Triangles()
|
||
{
|
||
var block = BuildFlatLandBlock();
|
||
|
||
var mesh = LandblockMesh.Build(block);
|
||
|
||
Assert.Equal(81, mesh.Vertices.Length);
|
||
Assert.Equal(128 * 3, mesh.Indices.Length);
|
||
}
|
||
|
||
[Fact]
|
||
public void Build_Vertices_Cover192x192WorldUnits()
|
||
{
|
||
var block = BuildFlatLandBlock();
|
||
|
||
var mesh = LandblockMesh.Build(block);
|
||
|
||
var minX = mesh.Vertices.Min(v => v.Position.X);
|
||
var maxX = mesh.Vertices.Max(v => v.Position.X);
|
||
var minY = mesh.Vertices.Min(v => v.Position.Y);
|
||
var maxY = mesh.Vertices.Max(v => v.Position.Y);
|
||
|
||
Assert.Equal(0.0f, minX);
|
||
Assert.Equal(192.0f, maxX);
|
||
Assert.Equal(0.0f, minY);
|
||
Assert.Equal(192.0f, maxY);
|
||
}
|
||
|
||
[Fact]
|
||
public void Build_FlatBlock_AllVerticesSameZ()
|
||
{
|
||
var block = BuildFlatLandBlock(heightIndex: 10);
|
||
|
||
var mesh = LandblockMesh.Build(block);
|
||
|
||
var zs = mesh.Vertices.Select(v => v.Position.Z).Distinct().ToArray();
|
||
Assert.Single(zs);
|
||
}
|
||
|
||
[Fact]
|
||
public void Build_HeightValues_ScaleByTwo()
|
||
{
|
||
var block = BuildFlatLandBlock(heightIndex: 5);
|
||
|
||
var mesh = LandblockMesh.Build(block);
|
||
|
||
// AC's Land::LandHeightTable scales height byte index by 2.0f for the simple ramp case.
|
||
Assert.Equal(10.0f, mesh.Vertices[0].Position.Z);
|
||
}
|
||
}
|
||
```
|
||
|
||
**Step 2: Run tests to verify they fail**
|
||
|
||
```bash
|
||
dotnet test --filter FullyQualifiedName~LandblockMeshTests
|
||
```
|
||
Expected: compile errors for `LandblockMesh`, `Vertex`.
|
||
|
||
**Step 3: Implement**
|
||
|
||
```csharp
|
||
// src/AcDream.Core/Terrain/Vertex.cs
|
||
using System.Numerics;
|
||
|
||
namespace AcDream.Core.Terrain;
|
||
|
||
public readonly record struct Vertex(Vector3 Position, Vector3 Normal, Vector2 TexCoord);
|
||
```
|
||
|
||
```csharp
|
||
// src/AcDream.Core/Terrain/LandblockMesh.cs
|
||
using System.Numerics;
|
||
using DatReaderWriter.DBObjs;
|
||
|
||
namespace AcDream.Core.Terrain;
|
||
|
||
public sealed record LandblockMeshData(Vertex[] Vertices, uint[] Indices);
|
||
|
||
public static class LandblockMesh
|
||
{
|
||
// AC landblock geometry constants
|
||
private const int VerticesPerSide = 9; // 9x9 heightmap grid
|
||
private const int CellsPerSide = VerticesPerSide - 1; // 8x8 cells
|
||
private const float CellSize = 24.0f; // world units per cell edge
|
||
private const float HeightScale = 2.0f; // byte height -> world z
|
||
|
||
public static LandblockMeshData Build(LandBlock block)
|
||
{
|
||
var vertices = new Vertex[VerticesPerSide * VerticesPerSide];
|
||
for (int y = 0; y < VerticesPerSide; y++)
|
||
{
|
||
for (int x = 0; x < VerticesPerSide; x++)
|
||
{
|
||
int i = y * VerticesPerSide + x;
|
||
float height = block.Height[i] * HeightScale;
|
||
vertices[i] = new Vertex(
|
||
Position: new Vector3(x * CellSize, y * CellSize, height),
|
||
Normal: Vector3.UnitZ,
|
||
TexCoord: new Vector2(x / (float)CellsPerSide, y / (float)CellsPerSide));
|
||
}
|
||
}
|
||
|
||
var indices = new uint[CellsPerSide * CellsPerSide * 6];
|
||
int idx = 0;
|
||
for (int y = 0; y < CellsPerSide; y++)
|
||
{
|
||
for (int x = 0; x < CellsPerSide; x++)
|
||
{
|
||
uint a = (uint)(y * VerticesPerSide + x);
|
||
uint b = (uint)(y * VerticesPerSide + x + 1);
|
||
uint c = (uint)((y + 1) * VerticesPerSide + x);
|
||
uint d = (uint)((y + 1) * VerticesPerSide + x + 1);
|
||
// two triangles per cell, CCW
|
||
indices[idx++] = a; indices[idx++] = b; indices[idx++] = d;
|
||
indices[idx++] = a; indices[idx++] = d; indices[idx++] = c;
|
||
}
|
||
}
|
||
|
||
return new LandblockMeshData(vertices, indices);
|
||
}
|
||
}
|
||
```
|
||
|
||
**Step 4: Run tests to verify they pass**
|
||
|
||
```bash
|
||
dotnet test --filter FullyQualifiedName~LandblockMeshTests
|
||
```
|
||
Expected: `Passed: 4, Failed: 0`.
|
||
|
||
**Step 5: Commit**
|
||
|
||
```bash
|
||
git add src/AcDream.Core/Terrain/LandblockMesh.cs src/AcDream.Core/Terrain/Vertex.cs tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs
|
||
git commit -m "feat(core): add LandblockMesh flat-terrain generator"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 7: Silk.NET window opens and clears to a color
|
||
|
||
**Files:**
|
||
- Modify: `src/AcDream.App/Program.cs`
|
||
- Create: `src/AcDream.App/Rendering/GameWindow.cs`
|
||
|
||
**No automated test.** This is a visual smoke test. Acceptance: running the app opens a window, shows a dark blue clear color, and closes cleanly on window close or Escape.
|
||
|
||
**Step 1: Replace `Program.cs`**
|
||
|
||
```csharp
|
||
// src/AcDream.App/Program.cs
|
||
using AcDream.App.Rendering;
|
||
|
||
var window = new GameWindow();
|
||
window.Run();
|
||
return 0;
|
||
```
|
||
|
||
**Step 2: Implement `GameWindow`**
|
||
|
||
```csharp
|
||
// src/AcDream.App/Rendering/GameWindow.cs
|
||
using Silk.NET.Input;
|
||
using Silk.NET.Maths;
|
||
using Silk.NET.OpenGL;
|
||
using Silk.NET.Windowing;
|
||
|
||
namespace AcDream.App.Rendering;
|
||
|
||
public sealed class GameWindow : IDisposable
|
||
{
|
||
private IWindow? _window;
|
||
private GL? _gl;
|
||
private IInputContext? _input;
|
||
|
||
public void Run()
|
||
{
|
||
var options = WindowOptions.Default with
|
||
{
|
||
Size = new Vector2D<int>(1280, 720),
|
||
Title = "acdream — phase 1",
|
||
API = new GraphicsAPI(
|
||
ContextAPI.OpenGL,
|
||
ContextProfile.Core,
|
||
ContextFlags.ForwardCompatible,
|
||
new APIVersion(4, 3)),
|
||
VSync = true,
|
||
};
|
||
|
||
_window = Window.Create(options);
|
||
_window.Load += OnLoad;
|
||
_window.Render += OnRender;
|
||
_window.Closing += OnClosing;
|
||
|
||
_window.Run();
|
||
}
|
||
|
||
private void OnLoad()
|
||
{
|
||
_gl = GL.GetApi(_window!);
|
||
_input = _window!.CreateInput();
|
||
foreach (var kb in _input.Keyboards)
|
||
kb.KeyDown += (_, key, _) =>
|
||
{
|
||
if (key == Key.Escape)
|
||
_window.Close();
|
||
};
|
||
|
||
_gl.ClearColor(0.05f, 0.10f, 0.18f, 1.0f);
|
||
}
|
||
|
||
private void OnRender(double deltaSeconds)
|
||
{
|
||
_gl!.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||
}
|
||
|
||
private void OnClosing()
|
||
{
|
||
_input?.Dispose();
|
||
_gl?.Dispose();
|
||
}
|
||
|
||
public void Dispose() => _window?.Dispose();
|
||
}
|
||
```
|
||
|
||
**Step 3: Build and run — manual smoke test**
|
||
|
||
```bash
|
||
dotnet run --project src/AcDream.App
|
||
```
|
||
Expected: a 1280×720 window titled "acdream — phase 1" opens with a dark navy blue background. Pressing Escape or closing the window exits cleanly.
|
||
|
||
**Step 4: Commit**
|
||
|
||
```bash
|
||
git add src/AcDream.App/Program.cs src/AcDream.App/Rendering/GameWindow.cs
|
||
git commit -m "feat(app): Silk.NET window smoke — clear to navy"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 8: Load one landblock from dats and upload to GPU
|
||
|
||
**Context:** We'll hardcode a single landblock ID. Holtburg town center is at landblock coordinate `0xA9B4`, so the LandBlock heightmap ID is `0xA9B4FFFF`. If that fails to load, any landblock ID ending in `FFFF` from the user's `client_cell_1.dat` will do.
|
||
|
||
**Files:**
|
||
- Modify: `src/AcDream.App/Program.cs`
|
||
- Modify: `src/AcDream.App/Rendering/GameWindow.cs`
|
||
- Create: `src/AcDream.App/Rendering/TerrainRenderer.cs`
|
||
|
||
**Step 1: Wire dat path into `Program.cs`**
|
||
|
||
```csharp
|
||
// src/AcDream.App/Program.cs
|
||
using AcDream.App.Rendering;
|
||
|
||
var datDir = args.FirstOrDefault()
|
||
?? Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||
|
||
if (string.IsNullOrWhiteSpace(datDir))
|
||
{
|
||
Console.Error.WriteLine("usage: AcDream.App <dat-directory>");
|
||
Console.Error.WriteLine(" or: set ACDREAM_DAT_DIR and run with no args");
|
||
return 2;
|
||
}
|
||
|
||
using var window = new GameWindow(datDir);
|
||
window.Run();
|
||
return 0;
|
||
```
|
||
|
||
**Step 2: Extend `GameWindow` to own a `TerrainRenderer`**
|
||
|
||
Add field, constructor, and render call. Load the LandBlock DBObj and pass it + the GL instance to the renderer in `OnLoad`:
|
||
|
||
```csharp
|
||
// additions to GameWindow.cs
|
||
using AcDream.Core.Terrain;
|
||
using DatReaderWriter;
|
||
using DatReaderWriter.DBObjs;
|
||
using DatReaderWriter.Options;
|
||
|
||
// ...
|
||
|
||
private readonly string _datDir;
|
||
private TerrainRenderer? _terrain;
|
||
private DatCollection? _dats;
|
||
|
||
public GameWindow(string datDir) => _datDir = datDir;
|
||
|
||
private void OnLoad()
|
||
{
|
||
_gl = GL.GetApi(_window!);
|
||
_input = _window!.CreateInput();
|
||
foreach (var kb in _input.Keyboards)
|
||
kb.KeyDown += (_, key, _) =>
|
||
{
|
||
if (key == Key.Escape) _window.Close();
|
||
};
|
||
|
||
_gl.ClearColor(0.05f, 0.10f, 0.18f, 1.0f);
|
||
_gl.Enable(EnableCap.DepthTest);
|
||
|
||
_dats = new DatCollection(_datDir, DatAccessType.Read);
|
||
|
||
// Find ANY landblock ending in 0xFFFF. The Holtburg block 0xA9B4FFFF is a
|
||
// good default; fall back to the first one we find.
|
||
uint landblockId = 0xA9B4FFFFu;
|
||
LandBlock? block = null;
|
||
if (!_dats.Cell.TryGet(landblockId, out block))
|
||
{
|
||
foreach (var file in _dats.Cell.Tree)
|
||
{
|
||
if ((file.Id & 0xFFFFu) == 0xFFFFu)
|
||
{
|
||
landblockId = file.Id;
|
||
_dats.Cell.TryGet(landblockId, out block);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (block is null)
|
||
throw new InvalidOperationException("no landblock found in cell dat");
|
||
|
||
Console.WriteLine($"loaded landblock 0x{landblockId:X8}");
|
||
|
||
var meshData = LandblockMesh.Build(block);
|
||
_terrain = new TerrainRenderer(_gl, meshData);
|
||
}
|
||
|
||
private void OnRender(double deltaSeconds)
|
||
{
|
||
_gl!.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||
_terrain?.Draw();
|
||
}
|
||
|
||
private void OnClosing()
|
||
{
|
||
_terrain?.Dispose();
|
||
_dats?.Dispose();
|
||
_input?.Dispose();
|
||
_gl?.Dispose();
|
||
}
|
||
```
|
||
|
||
**Step 3: Create `TerrainRenderer` stub that owns VBO/EBO/VAO**
|
||
|
||
(Shader + actual draw come in Task 9; for this task we just upload buffers and hold the handles.)
|
||
|
||
```csharp
|
||
// src/AcDream.App/Rendering/TerrainRenderer.cs
|
||
using AcDream.Core.Terrain;
|
||
using Silk.NET.OpenGL;
|
||
|
||
namespace AcDream.App.Rendering;
|
||
|
||
public sealed unsafe class TerrainRenderer : IDisposable
|
||
{
|
||
private readonly GL _gl;
|
||
private readonly uint _vao;
|
||
private readonly uint _vbo;
|
||
private readonly uint _ebo;
|
||
private readonly int _indexCount;
|
||
|
||
public TerrainRenderer(GL gl, LandblockMeshData meshData)
|
||
{
|
||
_gl = gl;
|
||
_indexCount = meshData.Indices.Length;
|
||
|
||
_vao = _gl.GenVertexArray();
|
||
_gl.BindVertexArray(_vao);
|
||
|
||
_vbo = _gl.GenBuffer();
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
|
||
fixed (void* p = meshData.Vertices)
|
||
_gl.BufferData(BufferTargetARB.ArrayBuffer,
|
||
(nuint)(meshData.Vertices.Length * sizeof(Vertex)), p, BufferUsageARB.StaticDraw);
|
||
|
||
_ebo = _gl.GenBuffer();
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _ebo);
|
||
fixed (void* p = meshData.Indices)
|
||
_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
|
||
(nuint)(meshData.Indices.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
|
||
|
||
// vertex layout: position(3f), normal(3f), texcoord(2f) = 8 floats stride
|
||
uint stride = (uint)sizeof(Vertex);
|
||
_gl.EnableVertexAttribArray(0);
|
||
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
|
||
_gl.EnableVertexAttribArray(1);
|
||
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
|
||
_gl.EnableVertexAttribArray(2);
|
||
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
|
||
|
||
_gl.BindVertexArray(0);
|
||
}
|
||
|
||
public void Draw()
|
||
{
|
||
// Shader binding + draw call come in Task 9. For this task, binding the
|
||
// VAO is enough to prove the buffers uploaded without GL errors.
|
||
_gl.BindVertexArray(_vao);
|
||
// intentionally no draw call yet
|
||
_gl.BindVertexArray(0);
|
||
}
|
||
|
||
public void Dispose()
|
||
{
|
||
_gl.DeleteBuffer(_vbo);
|
||
_gl.DeleteBuffer(_ebo);
|
||
_gl.DeleteVertexArray(_vao);
|
||
}
|
||
}
|
||
```
|
||
|
||
**Step 4: Build + manual smoke**
|
||
|
||
```bash
|
||
dotnet run --project src/AcDream.App -- "references/Asheron's Call"
|
||
```
|
||
Expected: window opens, still dark blue (no draw yet), console prints `loaded landblock 0x....FFFF`, no GL errors.
|
||
|
||
**Step 5: Commit**
|
||
|
||
```bash
|
||
git add src/AcDream.App/Program.cs src/AcDream.App/Rendering/GameWindow.cs src/AcDream.App/Rendering/TerrainRenderer.cs
|
||
git commit -m "feat(app): load landblock from dats and upload mesh to GPU"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 9: Draw the terrain with a simple height-ramp shader + orbit camera
|
||
|
||
**Files:**
|
||
- Modify: `src/AcDream.App/Rendering/TerrainRenderer.cs`
|
||
- Create: `src/AcDream.App/Rendering/Shader.cs`
|
||
- Create: `src/AcDream.App/Rendering/OrbitCamera.cs`
|
||
- Create: `src/AcDream.App/Rendering/Shaders/terrain.vert`
|
||
- Create: `src/AcDream.App/Rendering/Shaders/terrain.frag`
|
||
- Modify: `src/AcDream.App/AcDream.App.csproj` (copy shaders to output)
|
||
- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (own camera, pass view/projection)
|
||
|
||
**Step 1: Add shader files and make them copy to output**
|
||
|
||
```glsl
|
||
// src/AcDream.App/Rendering/Shaders/terrain.vert
|
||
#version 430 core
|
||
layout(location = 0) in vec3 aPos;
|
||
layout(location = 1) in vec3 aNormal;
|
||
layout(location = 2) in vec2 aTex;
|
||
|
||
uniform mat4 uView;
|
||
uniform mat4 uProjection;
|
||
|
||
out float vHeight;
|
||
|
||
void main() {
|
||
vHeight = aPos.z;
|
||
gl_Position = uProjection * uView * vec4(aPos, 1.0);
|
||
}
|
||
```
|
||
|
||
```glsl
|
||
// src/AcDream.App/Rendering/Shaders/terrain.frag
|
||
#version 430 core
|
||
in float vHeight;
|
||
out vec4 fragColor;
|
||
|
||
void main() {
|
||
float t = clamp(vHeight / 200.0, 0.0, 1.0);
|
||
vec3 low = vec3(0.10, 0.35, 0.15); // green lowland
|
||
vec3 mid = vec3(0.55, 0.45, 0.25); // brown mid
|
||
vec3 high = vec3(0.90, 0.90, 0.95); // snowy peak
|
||
vec3 color = t < 0.5
|
||
? mix(low, mid, t * 2.0)
|
||
: mix(mid, high, (t - 0.5) * 2.0);
|
||
fragColor = vec4(color, 1.0);
|
||
}
|
||
```
|
||
|
||
Add to `AcDream.App.csproj`:
|
||
|
||
```xml
|
||
<ItemGroup>
|
||
<None Update="Rendering\Shaders\*.*">
|
||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||
</None>
|
||
</ItemGroup>
|
||
```
|
||
|
||
**Step 2: Implement `Shader` helper**
|
||
|
||
```csharp
|
||
// src/AcDream.App/Rendering/Shader.cs
|
||
using System.Numerics;
|
||
using Silk.NET.OpenGL;
|
||
|
||
namespace AcDream.App.Rendering;
|
||
|
||
public sealed class Shader : IDisposable
|
||
{
|
||
private readonly GL _gl;
|
||
public uint Program { get; }
|
||
|
||
public Shader(GL gl, string vertexPath, string fragmentPath)
|
||
{
|
||
_gl = gl;
|
||
uint vert = Compile(File.ReadAllText(vertexPath), ShaderType.VertexShader);
|
||
uint frag = Compile(File.ReadAllText(fragmentPath), ShaderType.FragmentShader);
|
||
|
||
Program = _gl.CreateProgram();
|
||
_gl.AttachShader(Program, vert);
|
||
_gl.AttachShader(Program, frag);
|
||
_gl.LinkProgram(Program);
|
||
_gl.GetProgram(Program, ProgramPropertyARB.LinkStatus, out int linked);
|
||
if (linked == 0)
|
||
throw new Exception("program link failed: " + _gl.GetProgramInfoLog(Program));
|
||
_gl.DetachShader(Program, vert);
|
||
_gl.DetachShader(Program, frag);
|
||
_gl.DeleteShader(vert);
|
||
_gl.DeleteShader(frag);
|
||
}
|
||
|
||
private uint Compile(string source, ShaderType type)
|
||
{
|
||
uint id = _gl.CreateShader(type);
|
||
_gl.ShaderSource(id, source);
|
||
_gl.CompileShader(id);
|
||
_gl.GetShader(id, ShaderParameterName.CompileStatus, out int ok);
|
||
if (ok == 0)
|
||
throw new Exception($"{type} compile failed: " + _gl.GetShaderInfoLog(id));
|
||
return id;
|
||
}
|
||
|
||
public void Use() => _gl.UseProgram(Program);
|
||
|
||
public unsafe void SetMatrix4(string name, Matrix4x4 m)
|
||
{
|
||
int loc = _gl.GetUniformLocation(Program, name);
|
||
_gl.UniformMatrix4(loc, 1, false, (float*)&m);
|
||
}
|
||
|
||
public void Dispose() => _gl.DeleteProgram(Program);
|
||
}
|
||
```
|
||
|
||
**Step 3: Implement `OrbitCamera`**
|
||
|
||
```csharp
|
||
// src/AcDream.App/Rendering/OrbitCamera.cs
|
||
using System.Numerics;
|
||
|
||
namespace AcDream.App.Rendering;
|
||
|
||
public sealed class OrbitCamera
|
||
{
|
||
public Vector3 Target { get; set; } = new(96, 96, 0); // center of a 192x192 landblock
|
||
public float Distance { get; set; } = 300f;
|
||
public float Yaw { get; set; } = MathF.PI / 4f;
|
||
public float Pitch { get; set; } = MathF.PI / 6f;
|
||
public float FovY { get; set; } = MathF.PI / 3f;
|
||
public float Aspect { get; set; } = 16f / 9f;
|
||
|
||
public Matrix4x4 View
|
||
{
|
||
get
|
||
{
|
||
var eye = Target + new Vector3(
|
||
Distance * MathF.Cos(Pitch) * MathF.Cos(Yaw),
|
||
Distance * MathF.Cos(Pitch) * MathF.Sin(Yaw),
|
||
Distance * MathF.Sin(Pitch));
|
||
return Matrix4x4.CreateLookAt(eye, Target, Vector3.UnitZ);
|
||
}
|
||
}
|
||
|
||
public Matrix4x4 Projection
|
||
=> Matrix4x4.CreatePerspectiveFieldOfView(FovY, Aspect, 1f, 5000f);
|
||
}
|
||
```
|
||
|
||
**Step 4: Update `TerrainRenderer.Draw` to actually draw**
|
||
|
||
```csharp
|
||
// modifications to src/AcDream.App/Rendering/TerrainRenderer.cs
|
||
// Constructor: accept a Shader
|
||
// Draw(): bind shader, set uniforms, bind VAO, DrawElements
|
||
|
||
public sealed unsafe class TerrainRenderer : IDisposable
|
||
{
|
||
private readonly GL _gl;
|
||
private readonly Shader _shader;
|
||
private readonly uint _vao;
|
||
private readonly uint _vbo;
|
||
private readonly uint _ebo;
|
||
private readonly int _indexCount;
|
||
|
||
public TerrainRenderer(GL gl, LandblockMeshData meshData, Shader shader)
|
||
{
|
||
_gl = gl;
|
||
_shader = shader;
|
||
// ... existing VAO/VBO/EBO setup ...
|
||
}
|
||
|
||
public void Draw(OrbitCamera camera)
|
||
{
|
||
_shader.Use();
|
||
_shader.SetMatrix4("uView", camera.View);
|
||
_shader.SetMatrix4("uProjection", camera.Projection);
|
||
_gl.BindVertexArray(_vao);
|
||
_gl.DrawElements(PrimitiveType.Triangles, (uint)_indexCount, DrawElementsType.UnsignedInt, (void*)0);
|
||
_gl.BindVertexArray(0);
|
||
}
|
||
// ... Dispose unchanged ...
|
||
}
|
||
```
|
||
|
||
**Step 5: Update `GameWindow` to own shader + camera, pass camera to renderer**
|
||
|
||
```csharp
|
||
// additions / edits to GameWindow.cs
|
||
|
||
private Shader? _shader;
|
||
private OrbitCamera? _camera;
|
||
|
||
private void OnLoad()
|
||
{
|
||
// ... existing init ...
|
||
|
||
string shadersDir = Path.Combine(AppContext.BaseDirectory, "Rendering", "Shaders");
|
||
_shader = new Shader(_gl,
|
||
Path.Combine(shadersDir, "terrain.vert"),
|
||
Path.Combine(shadersDir, "terrain.frag"));
|
||
|
||
_camera = new OrbitCamera
|
||
{
|
||
Aspect = _window!.Size.X / (float)_window.Size.Y,
|
||
};
|
||
|
||
// ... load landblock and build mesh as before ...
|
||
|
||
_terrain = new TerrainRenderer(_gl, meshData, _shader);
|
||
}
|
||
|
||
private void OnRender(double deltaSeconds)
|
||
{
|
||
_gl!.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||
_terrain?.Draw(_camera!);
|
||
}
|
||
|
||
private void OnClosing()
|
||
{
|
||
_terrain?.Dispose();
|
||
_shader?.Dispose();
|
||
_dats?.Dispose();
|
||
_input?.Dispose();
|
||
_gl?.Dispose();
|
||
}
|
||
```
|
||
|
||
Also hook up mouse drag to orbit camera yaw/pitch, and scroll wheel to distance. Add in `OnLoad` after input creation:
|
||
|
||
```csharp
|
||
foreach (var mouse in _input.Mice)
|
||
{
|
||
mouse.MouseMove += (m, pos) =>
|
||
{
|
||
if (m.IsButtonPressed(MouseButton.Left))
|
||
{
|
||
_camera!.Yaw -= (pos.X - _lastMouseX) * 0.005f;
|
||
_camera!.Pitch = Math.Clamp(_camera.Pitch + (pos.Y - _lastMouseY) * 0.005f, 0.1f, 1.5f);
|
||
}
|
||
_lastMouseX = pos.X;
|
||
_lastMouseY = pos.Y;
|
||
};
|
||
mouse.Scroll += (_, scroll) =>
|
||
_camera!.Distance = Math.Clamp(_camera.Distance - scroll.Y * 20f, 50f, 2000f);
|
||
}
|
||
```
|
||
|
||
Add corresponding `private float _lastMouseX, _lastMouseY;` fields.
|
||
|
||
**Step 6: Build + manual smoke**
|
||
|
||
```bash
|
||
dotnet run --project src/AcDream.App -- "references/Asheron's Call"
|
||
```
|
||
Expected: window opens showing a green/brown/white terrain patch (one landblock) from an orbit view. Left-drag rotates, scroll wheel zooms, Escape closes.
|
||
|
||
**Step 7: Commit**
|
||
|
||
```bash
|
||
git add src/AcDream.App/Rendering src/AcDream.App/AcDream.App.csproj
|
||
git commit -m "feat(app): render landblock with height-ramp shader + orbit camera"
|
||
```
|
||
|
||
---
|
||
|
||
## Task 10: Wire plugin host into AcDream.App, ship smoke plugin, verify log
|
||
|
||
**Files:**
|
||
- Create: `src/AcDream.App/Plugins/AppPluginHost.cs`
|
||
- Create: `src/AcDream.App/Plugins/SerilogAdapter.cs`
|
||
- Modify: `src/AcDream.App/Program.cs` (init Serilog + plugin host before window)
|
||
- Create: `plugins/AcDream.Plugins.Smoke/plugin.json`
|
||
- Create: `src/AcDream.Plugins.Smoke/AcDream.Plugins.Smoke.csproj`
|
||
- Create: `src/AcDream.Plugins.Smoke/SmokePlugin.cs`
|
||
- Modify: `AcDream.slnx` (add smoke project)
|
||
|
||
**Step 1: Create the smoke plugin project**
|
||
|
||
```bash
|
||
dotnet new classlib -n AcDream.Plugins.Smoke -o src/AcDream.Plugins.Smoke -f net10.0
|
||
```
|
||
|
||
Delete `Class1.cs`. csproj:
|
||
|
||
```xml
|
||
<Project Sdk="Microsoft.NET.Sdk">
|
||
<PropertyGroup>
|
||
<TargetFramework>net10.0</TargetFramework>
|
||
<ImplicitUsings>enable</ImplicitUsings>
|
||
<Nullable>enable</Nullable>
|
||
<LangVersion>latest</LangVersion>
|
||
<!-- Plugin DLLs are copied to plugins/<id>/ at build of AcDream.App.
|
||
They must NOT bring AcDream.Plugin.Abstractions.dll with them;
|
||
the host already owns it. -->
|
||
</PropertyGroup>
|
||
<ItemGroup>
|
||
<ProjectReference Include="..\AcDream.Plugin.Abstractions\AcDream.Plugin.Abstractions.csproj">
|
||
<Private>false</Private>
|
||
<ExcludeAssets>runtime</ExcludeAssets>
|
||
</ProjectReference>
|
||
</ItemGroup>
|
||
</Project>
|
||
```
|
||
|
||
```csharp
|
||
// src/AcDream.Plugins.Smoke/SmokePlugin.cs
|
||
using AcDream.Plugin.Abstractions;
|
||
|
||
namespace AcDream.Plugins.Smoke;
|
||
|
||
public sealed class SmokePlugin : IAcDreamPlugin
|
||
{
|
||
private IPluginHost? _host;
|
||
|
||
public void Initialize(IPluginHost host)
|
||
{
|
||
_host = host;
|
||
_host.Log.Info("smoke plugin initialized");
|
||
}
|
||
|
||
public void Enable() => _host?.Log.Info("smoke plugin enabled");
|
||
public void Disable() => _host?.Log.Info("smoke plugin disabled");
|
||
}
|
||
```
|
||
|
||
Add to solution:
|
||
```bash
|
||
dotnet sln add src/AcDream.Plugins.Smoke/AcDream.Plugins.Smoke.csproj
|
||
```
|
||
|
||
**Step 2: Create the plugin folder layout in the App output**
|
||
|
||
Add to `src/AcDream.App/AcDream.App.csproj` inside its first `<ItemGroup>`:
|
||
|
||
```xml
|
||
<ItemGroup>
|
||
<!-- Build the smoke plugin first and copy it into plugins/AcDream.Plugins.Smoke/ -->
|
||
<ProjectReference Include="..\AcDream.Plugins.Smoke\AcDream.Plugins.Smoke.csproj">
|
||
<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
|
||
<SkipGetTargetFrameworkProperties>true</SkipGetTargetFrameworkProperties>
|
||
</ProjectReference>
|
||
</ItemGroup>
|
||
|
||
<Target Name="CopySmokePluginToPluginsDir" AfterTargets="Build">
|
||
<PropertyGroup>
|
||
<_SmokePluginSourceDir>..\AcDream.Plugins.Smoke\bin\$(Configuration)\net10.0</_SmokePluginSourceDir>
|
||
<_SmokePluginDestDir>$(OutputPath)plugins\AcDream.Plugins.Smoke</_SmokePluginDestDir>
|
||
</PropertyGroup>
|
||
<MakeDir Directories="$(_SmokePluginDestDir)" />
|
||
<Copy
|
||
SourceFiles="$(_SmokePluginSourceDir)\AcDream.Plugins.Smoke.dll"
|
||
DestinationFolder="$(_SmokePluginDestDir)"
|
||
SkipUnchangedFiles="true" />
|
||
<WriteLinesToFile
|
||
File="$(_SmokePluginDestDir)\plugin.json"
|
||
Overwrite="true"
|
||
Lines="{ "id": "acdream.smoke", "displayName": "Smoke Plugin", "version": "0.1.0", "entryDll": "AcDream.Plugins.Smoke.dll", "apiVersion": 1 }" />
|
||
</Target>
|
||
```
|
||
|
||
**Step 3: Implement `AppPluginHost` and `SerilogAdapter`**
|
||
|
||
```csharp
|
||
// src/AcDream.App/Plugins/SerilogAdapter.cs
|
||
using AcDream.Plugin.Abstractions;
|
||
using Serilog;
|
||
|
||
namespace AcDream.App.Plugins;
|
||
|
||
public sealed class SerilogAdapter : ILogger
|
||
{
|
||
private readonly Serilog.ILogger _log;
|
||
public SerilogAdapter(Serilog.ILogger log) => _log = log;
|
||
public void Info(string message) => _log.Information("{Message}", message);
|
||
public void Warn(string message) => _log.Warning("{Message}", message);
|
||
public void Error(string message, Exception? exception = null) => _log.Error(exception, "{Message}", message);
|
||
}
|
||
```
|
||
|
||
```csharp
|
||
// src/AcDream.App/Plugins/AppPluginHost.cs
|
||
using AcDream.Plugin.Abstractions;
|
||
|
||
namespace AcDream.App.Plugins;
|
||
|
||
public sealed class AppPluginHost : IPluginHost
|
||
{
|
||
public AppPluginHost(ILogger log) => Log = log;
|
||
public ILogger Log { get; }
|
||
}
|
||
```
|
||
|
||
**Step 4: Update `Program.cs` to init logging + discover + load plugins**
|
||
|
||
```csharp
|
||
// src/AcDream.App/Program.cs
|
||
using AcDream.App.Plugins;
|
||
using AcDream.App.Rendering;
|
||
using AcDream.Core.Plugins;
|
||
using Serilog;
|
||
|
||
Log.Logger = new LoggerConfiguration()
|
||
.MinimumLevel.Debug()
|
||
.WriteTo.Console()
|
||
.CreateLogger();
|
||
|
||
var datDir = args.FirstOrDefault() ?? Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||
if (string.IsNullOrWhiteSpace(datDir))
|
||
{
|
||
Log.Error("usage: AcDream.App <dat-directory> (or set ACDREAM_DAT_DIR)");
|
||
return 2;
|
||
}
|
||
|
||
var host = new AppPluginHost(new SerilogAdapter(Log.Logger));
|
||
|
||
var pluginsDir = Path.Combine(AppContext.BaseDirectory, "plugins");
|
||
Log.Information("scanning plugins in {PluginsDir}", pluginsDir);
|
||
|
||
var loaded = new List<LoadedPlugin>();
|
||
foreach (var result in PluginDiscovery.Scan(pluginsDir))
|
||
{
|
||
if (!result.Success)
|
||
{
|
||
Log.Warning("plugin discovery failed for {Dir}: {Error}", result.PluginDirectory, result.Error);
|
||
continue;
|
||
}
|
||
|
||
var loadResult = PluginLoader.Load(result.PluginDirectory, result.Manifest!, host);
|
||
if (!loadResult.Success)
|
||
{
|
||
Log.Warning("plugin load failed for {Id}: {Error}", result.Manifest!.Id, loadResult.Error);
|
||
continue;
|
||
}
|
||
|
||
loaded.Add(loadResult);
|
||
Log.Information("loaded plugin {Id} ({DisplayName})", result.Manifest!.Id, result.Manifest.DisplayName);
|
||
}
|
||
|
||
foreach (var plugin in loaded)
|
||
plugin.Plugin!.Enable();
|
||
|
||
try
|
||
{
|
||
using var window = new GameWindow(datDir);
|
||
window.Run();
|
||
}
|
||
finally
|
||
{
|
||
foreach (var plugin in loaded)
|
||
{
|
||
try { plugin.Plugin!.Disable(); }
|
||
catch (Exception ex) { Log.Error(ex, "plugin disable failed: {Id}", plugin.Manifest.Id); }
|
||
}
|
||
Log.CloseAndFlush();
|
||
}
|
||
|
||
return 0;
|
||
```
|
||
|
||
**Step 5: Build and manual smoke**
|
||
|
||
```bash
|
||
dotnet build
|
||
dotnet run --project src/AcDream.App -- "references/Asheron's Call"
|
||
```
|
||
|
||
Expected console output includes lines similar to:
|
||
|
||
```
|
||
[INF] scanning plugins in ...\bin\Debug\net10.0\plugins
|
||
[INF] loaded plugin acdream.smoke (Smoke Plugin)
|
||
[INF] smoke plugin initialized
|
||
[INF] smoke plugin enabled
|
||
loaded landblock 0x....FFFF
|
||
```
|
||
|
||
Window opens showing terrain. Closing window logs `smoke plugin disabled`.
|
||
|
||
**Step 6: Run all tests once more**
|
||
|
||
```bash
|
||
dotnet test
|
||
```
|
||
Expected: all tests pass, no regressions.
|
||
|
||
**Step 7: Commit**
|
||
|
||
```bash
|
||
git add src/AcDream.App src/AcDream.Plugins.Smoke AcDream.slnx
|
||
git commit -m "feat(app): wire plugin host, ship smoke plugin, log lifecycle"
|
||
```
|
||
|
||
---
|
||
|
||
## Phase 1 — done criteria
|
||
|
||
Phase 1 is complete when all of the following are true on a clean checkout:
|
||
|
||
1. `dotnet build` — clean, no warnings.
|
||
2. `dotnet test` — all tests pass (expected count: 4 + 5 + 3 + 4 + 1 = 17).
|
||
3. `dotnet run --project src/AcDream.App -- "references/Asheron's Call"` opens a 1280×720 window showing a recognizable green/brown/white terrain patch for one real landblock. Left-drag rotates the camera, scroll zooms, Escape closes.
|
||
4. Console shows `loaded plugin acdream.smoke (Smoke Plugin)`, `smoke plugin initialized`, `smoke plugin enabled` on startup, and `smoke plugin disabled` on shutdown.
|
||
5. `git log --oneline` shows 10 new commits after `c016ab5`, one per task.
|
||
|
||
## Intentional non-goals for Phase 1
|
||
|
||
- No texturing of terrain surfaces (they're flat colored by height).
|
||
- No neighboring landblocks (only one is rendered).
|
||
- No static meshes on the landblock (GfxObj rendering is Phase 2).
|
||
- No WASD/first-person camera (orbit only).
|
||
- No Avalonia UI chrome (raw Silk.NET window).
|
||
- No real plugin API surface beyond `ILogger` — Phase 2 and later fill in `IOverlay`, `IGameState`, `IEvents`, `IPacketPipeline`.
|
||
- No hot reload of plugins.
|
||
- No parsing of `block.Terrain[i].Type` (terrain texture index) — we only use the heightmap.
|
||
|
||
## Relevant skills to invoke during execution
|
||
|
||
- `superpowers:executing-plans` — to walk through this plan task by task
|
||
- `superpowers:test-driven-development` — for Tasks 2, 3, 5, 6 (the testable ones)
|
||
- `superpowers:systematic-debugging` — if a task fails unexpectedly
|
||
- `superpowers:verification-before-completion` — before marking each task complete
|