Five changes:
1. PlayerModeAutoEntry — testable guard class that fires once after
EnterWorld + WorldSession.State.InWorld + player entity present +
PlayerController.State == InWorld. GameWindow arms the entry
after EnterWorld; per-frame Tick checks all four guards and
invokes the same fly-to-player transition the Tab handler runs.
User-initiated fly toggle (DebugPanel button) Cancel()s pending
entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
stays default for testing.
2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
InputAction.CameraInstantMouseLook. GameWindow subscribes:
- Press: hide cursor, capture position, _mouseLookActive = true.
- Release: restore cursor, deactivate.
- WantCaptureMouse=true while held → suspend (release cursor).
- MouseMove while active: combined drive — chase camera yaw +
character heading move together (retail's signature mouse-look
behavior). Camera Y still pitches camera-only.
3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
action delegate — replaces the F-key as the primary discovery
path for free-fly. Gated on DevToolsEnabled.
4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
_chatPanel.FocusInput() so Tab moves focus to the chat input
field. Replaces the K.1c TODO stub.
5. WantCaptureMouse gating reinforcement on surviving mouse handlers
(no new code; verified intact from K.1b).
21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
115 lines
4.8 KiB
C#
115 lines
4.8 KiB
C#
using System;
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namespace AcDream.App.Input;
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/// <summary>
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/// Phase K.2 — one-shot guard that auto-enters player mode after a
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/// successful login once every prerequisite is satisfied. Owned by
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/// <c>GameWindow</c> and ticked each frame from <c>OnUpdate</c>.
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///
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/// <para>
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/// Why is this its own class? The auto-entry has three independent
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/// preconditions (live session reaches <c>InWorld</c>, the player
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/// entity has been streamed into the world dictionary, and the player
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/// movement controller is constructible) plus a manual-override path
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/// (the user can flip into fly mode before the auto-entry fires —
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/// their choice wins). All four interact with each other in a way
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/// that's painful to test through GameWindow but trivial here against
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/// fakes.
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/// </para>
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///
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/// <para>
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/// The public surface is:
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/// <list type="bullet">
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/// <item><see cref="Arm"/> — call after <c>EnterWorld</c> succeeds to
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/// arm the entry trigger.</item>
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/// <item><see cref="Cancel"/> — call when the user manually enters
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/// fly mode (or any other code path that pre-empts the auto-entry).</item>
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/// <item><see cref="TryEnter"/> — call once per frame; runs the
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/// guard and fires the entry callback when armed AND every
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/// precondition is satisfied; returns true on the firing tick.</item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// All preconditions are passed in as predicates so the class doesn't
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/// pull in <c>WorldSession</c>, <c>PlayerMovementController</c>, or
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/// any GameWindow-internal types — the unit test wires them to plain
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/// boolean fields.
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/// </para>
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/// </summary>
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public sealed class PlayerModeAutoEntry
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{
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private readonly Func<bool> _isLiveInWorld;
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private readonly Func<bool> _isPlayerEntityPresent;
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private readonly Func<bool> _isPlayerControllerReady;
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private readonly Action _enterPlayerMode;
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private bool _armed;
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/// <summary>
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/// Build an auto-entry guard.
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/// </summary>
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/// <param name="isLiveInWorld">True iff the live session is in the
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/// <c>InWorld</c> state. Skip auto-entry when the session is null
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/// or hasn't reached InWorld yet.</param>
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/// <param name="isPlayerEntityPresent">True iff the player's
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/// server-guid is already in the local entity dictionary (server
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/// has streamed at least one CreateObject for the character).</param>
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/// <param name="isPlayerControllerReady">True iff the per-frame
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/// PlayerMovementController is set up. Stays true once player mode
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/// is established; the auto-entry's job is to flip it from false
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/// to true exactly once.</param>
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/// <param name="enterPlayerMode">Action invoked on the firing
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/// tick. The same routine the manual Tab handler invokes (fly →
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/// player transition). Must construct the controller + chase
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/// camera and switch the active camera; the auto-entry doesn't
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/// reach inside.</param>
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public PlayerModeAutoEntry(
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Func<bool> isLiveInWorld,
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Func<bool> isPlayerEntityPresent,
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Func<bool> isPlayerControllerReady,
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Action enterPlayerMode)
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{
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_isLiveInWorld = isLiveInWorld ?? throw new ArgumentNullException(nameof(isLiveInWorld));
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_isPlayerEntityPresent = isPlayerEntityPresent ?? throw new ArgumentNullException(nameof(isPlayerEntityPresent));
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_isPlayerControllerReady = isPlayerControllerReady ?? throw new ArgumentNullException(nameof(isPlayerControllerReady));
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_enterPlayerMode = enterPlayerMode ?? throw new ArgumentNullException(nameof(enterPlayerMode));
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}
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/// <summary>True iff <see cref="TryEnter"/> would still fire if the
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/// preconditions become true. Flips false on a successful entry
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/// (one-shot) or when <see cref="Cancel"/> is invoked.</summary>
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public bool IsArmed => _armed;
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/// <summary>
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/// Arm the trigger. Call after <c>WorldSession.EnterWorld</c>
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/// returns successfully. Calling again while already armed is a
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/// no-op.
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/// </summary>
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public void Arm() => _armed = true;
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/// <summary>
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/// Disarm the trigger without firing the callback. Call when the
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/// user has manually entered fly mode (or any other code path
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/// that pre-empts the auto-entry) — the user's choice wins.
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/// </summary>
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public void Cancel() => _armed = false;
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/// <summary>
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/// Guard tick. If the trigger is armed AND every precondition is
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/// satisfied, invokes <c>enterPlayerMode</c>, disarms, and
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/// returns true. Returns false otherwise (no side effects).
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/// </summary>
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public bool TryEnter()
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{
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if (!_armed) return false;
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if (!_isLiveInWorld()) return false;
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if (!_isPlayerEntityPresent()) return false;
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if (!_isPlayerControllerReady()) return false;
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_armed = false;
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_enterPlayerMode();
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return true;
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}
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}
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