Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners. Co-Authored-By: Codex <codex@openai.com>
91 lines
3.5 KiB
C#
91 lines
3.5 KiB
C#
using AcDream.App.UI.Layout;
|
|
using AcDream.Core.Net.Messages;
|
|
|
|
namespace AcDream.App.UI;
|
|
|
|
/// <summary>
|
|
/// Ports the server-driven confirmation ownership in
|
|
/// <c>gmGamePlayUI @ 0x004E9D70..0x004E9EB6</c>. The dialog factory broadcasts
|
|
/// completion; this semantic owner retains the server type/context and sends the
|
|
/// matching confirmation response.
|
|
/// </summary>
|
|
public sealed class GameplayConfirmationController : IDisposable
|
|
{
|
|
private readonly RetailDialogFactory _dialogs;
|
|
private readonly Action<uint, uint, bool> _sendResponse;
|
|
private uint _dialogContext;
|
|
private uint _serverType;
|
|
private uint _serverContext;
|
|
private bool _disposed;
|
|
|
|
public GameplayConfirmationController(
|
|
RetailDialogFactory dialogs,
|
|
Action<uint, uint, bool> sendResponse)
|
|
{
|
|
_dialogs = dialogs ?? throw new ArgumentNullException(nameof(dialogs));
|
|
_sendResponse = sendResponse ?? throw new ArgumentNullException(nameof(sendResponse));
|
|
_dialogs.DialogClosed += OnDialogClosed;
|
|
}
|
|
|
|
public uint ActiveDialogContext => _dialogContext;
|
|
|
|
public bool HandleRequest(GameEvents.CharacterConfirmationRequest request)
|
|
{
|
|
// ClientUISystem::Handle_Character__ConfirmationRequest @ 0x005640A0
|
|
// routes types 2/3/5/6 to handlers that append " Continue?"; the generic
|
|
// type-7 YesNo request preserves the server text verbatim. Types 1 and 4
|
|
// have allegiance/fellowship semantic owners but use the same response
|
|
// tuple, so this controller retains that tuple until those panels exist.
|
|
// Each retail RecvNotice_* handler stores the tuple before calling the
|
|
// shared maker, including the already-open case.
|
|
_serverType = request.Type;
|
|
_serverContext = request.ContextId;
|
|
|
|
// gmGamePlayUI::MakeGameplayConfirmationDialog @ 0x004EB890 refuses a
|
|
// second gameplay confirmation while its context is non-zero.
|
|
if (_dialogContext != 0u)
|
|
return false;
|
|
|
|
string message = request.Type is 2u or 3u or 5u or 6u
|
|
? request.Message + " Continue?"
|
|
: request.Message;
|
|
var data = RetailDialogData.Confirmation(message)
|
|
.Set(RetailDialogProperty.ElementAttribute40, true);
|
|
_dialogContext = _dialogs.MakeDialog(data);
|
|
return _dialogContext != 0u;
|
|
}
|
|
|
|
public bool HandleDone(GameEvents.CharacterConfirmationDone done)
|
|
{
|
|
// gmGamePlayUI::RecvNotice_AbortConfirmationRequest @ 0x004E9D70
|
|
// matches both server fields before closing the local dialog context.
|
|
if (_dialogContext == 0u
|
|
|| done.Type != _serverType
|
|
|| done.ContextId != _serverContext)
|
|
return false;
|
|
return _dialogs.CloseDialog(_dialogContext);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_disposed) return;
|
|
_disposed = true;
|
|
_dialogs.DialogClosed -= OnDialogClosed;
|
|
}
|
|
|
|
private void OnDialogClosed(uint context, RetailDialogData data)
|
|
{
|
|
if (context != _dialogContext
|
|
|| data.GetUInt32(RetailDialogProperty.Type) !=
|
|
(uint)RetailDialogType.Confirmation)
|
|
return;
|
|
|
|
bool accepted = data.GetBoolean(RetailDialogProperty.ConfirmationResult);
|
|
// gmGamePlayUI::CloseGameplayConfirmationDialog @ 0x004E9E80 sends
|
|
// before clearing its retained server/dialog context fields.
|
|
_sendResponse(_serverType, _serverContext, accepted);
|
|
_dialogContext = 0u;
|
|
_serverType = 0u;
|
|
_serverContext = 0u;
|
|
}
|
|
}
|