acdream/src/AcDream.App/AcDream.App.csproj
Erik dc722e70bd feat(O-T7): drop WB project references; complete extraction
End of Phase O extraction. Final cleanup:

- Dropped <ProjectReference> entries to WorldBuilder.Shared and
  Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and
  AcDream.Core.csproj.
- Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj
  (needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum;
  previously transitive through the WB project ref).
- Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12)
  as direct PackageReferences to AcDream.App.csproj — previously transitive
  via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager.

Item A (BaseObjectRenderManager static fields):
- Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs
  static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers
  (ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher)
  all reference RenderStateCache.* instead of BaseObjectRenderManager.*.
- Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from
  WbDrawDispatcher (which had it only as a dead import).

Item B (ActiveParticleEmitter.ObjectLandblock):
- ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased
  to ulong? — both fields are stored but never read by any consumer in our codebase.
- Dropped both WB using directives from ActiveParticleEmitter.cs.

Item C (IDatReaderWriter / IDatDatabase):
- Verbatim copy of both interfaces into IDatReaderWriter.cs in
  AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager
  already live in that namespace, so no using changes needed.
- Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and
  ObjectMeshManager.cs.

Additional extractions required by the reference drop:
- GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils
  (float-precision overloads only; Vector3d double-precision overloads omitted —
  ObjectMeshManager uses only the float versions).
- Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs.

WbMeshAdapter.cs cleanup (spec O-D12):
- Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call.
- Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) —
  its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId
  dependency goes with this commit.
- Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick().
- Simplified Tick() to a clean drain loop.

Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep;
job done.

Verified acceptance criteria:
- Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj.
- Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/.
- DefaultDatReaderWriter referenced in zero places in src/ (comments only).

Build green (0 warnings, 0 errors).
Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass,
8 pre-existing failures (unchanged from baseline — physics/input tests
unrelated to this change).

Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:17:33 +02:00

76 lines
4.1 KiB
XML

<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<LangVersion>latest</LangVersion>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<RootNamespace>AcDream.App</RootNamespace>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<InternalsVisibleTo Include="AcDream.Core.Tests" />
<InternalsVisibleTo Include="AcDream.App.Tests" />
</ItemGroup>
<ItemGroup>
<!-- T3: extracted GL infra (ManagedGLUniformBuffer, OpenGLGraphicsDevice) directly
implement IUniformBuffer from Chorizite.Core; NuGet PackageReferences are not
forwarded from ProjectReferences so we must declare it explicitly here. -->
<PackageReference Include="Chorizite.Core" Version="0.0.18" />
<!-- Phase O-T7: BCnEncoder.Net.ImageSharp + SixLabors.ImageSharp were previously
transitive via the WorldBuilder project reference. Now direct deps of
ObjectMeshManager.cs (extracted in T2). -->
<PackageReference Include="BCnEncoder.Net.ImageSharp" Version="1.1.2" />
<PackageReference Include="SixLabors.ImageSharp" Version="3.1.12" />
<PackageReference Include="Silk.NET.OpenGL" Version="2.23.0" />
<PackageReference Include="Silk.NET.OpenGL.Extensions.ARB" Version="2.23.0" />
<PackageReference Include="Silk.NET.Windowing" Version="2.23.0" />
<PackageReference Include="Silk.NET.Input" Version="2.23.0" />
<PackageReference Include="Silk.NET.OpenAL" Version="2.23.0" />
<PackageReference Include="Silk.NET.OpenAL.Extensions.Creative" Version="2.23.0" />
<PackageReference Include="Silk.NET.OpenAL.Extensions.EXT" Version="2.23.0" />
<PackageReference Include="Silk.NET.OpenAL.Soft.Native" Version="1.23.1" />
<PackageReference Include="Serilog" Version="4.0.2" />
<PackageReference Include="Serilog.Sinks.Console" Version="6.0.0" />
<PackageReference Include="StbTrueTypeSharp" Version="1.26.12" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\AcDream.Core\AcDream.Core.csproj" />
<ProjectReference Include="..\AcDream.Core.Net\AcDream.Core.Net.csproj" />
<ProjectReference Include="..\AcDream.UI.Abstractions\AcDream.UI.Abstractions.csproj" />
<ProjectReference Include="..\AcDream.UI.ImGui\AcDream.UI.ImGui.csproj" />
</ItemGroup>
<ItemGroup>
<None Update="Rendering\Shaders\*.*">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<!-- Issue #11: copy spells.csv from docs/research/data/ to bin output's
data/ subdir so SpellTable.LoadFromCsv can find it at runtime. -->
<None Include="..\..\docs\research\data\spells.csv" Link="data\spells.csv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
<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="{ &quot;id&quot;: &quot;acdream.smoke&quot;, &quot;displayName&quot;: &quot;Smoke Plugin&quot;, &quot;version&quot;: &quot;0.1.0&quot;, &quot;entryDll&quot;: &quot;AcDream.Plugins.Smoke.dll&quot;, &quot;apiVersion&quot;: 1 }" />
</Target>
</Project>