acdream/src/AcDream.Core/Items/ClientObjectTable.cs
Erik c5c636674d docs(D.2b): IsCarriedBy — note WielderId is wire-only; optimistic wields detected via ContainerId
Code-review minor: prevents a future WielderId-only 'is this wielded?' check
from silently missing an optimistically-wielded item (WielderId==0 until the
server confirm; ContainerId==wielder is the live signal).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:18:10 +02:00

512 lines
24 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace AcDream.Core.Items;
/// <summary>
/// The client's table of every server object (retail <c>weenie_object_table</c> /
/// <c>CObjectMaint</c>). Resolve by guid via <c>Get</c>.
///
/// <para>
/// Retail semantics (r06):
/// <list type="bullet">
/// <item><description>
/// Every object is a <see cref="ClientObject"/> with a unique
/// <c>ObjectId</c>. CreateObject seeds it when the server tells us
/// the item exists (in our inventory, on the ground, in a
/// vendor's list, etc).
/// </description></item>
/// <item><description>
/// Moves happen via <see cref="GameEventType"/>-carrying messages:
/// <c>WieldObject</c>, <c>InventoryPutObjInContainer</c>,
/// <c>InventoryPutObjectIn3D</c>, <c>ViewContents</c>,
/// <c>CloseGroundContainer</c>.
/// </description></item>
/// <item><description>
/// <c>InventoryServerSaveFailed</c> reverts a speculative local
/// state change (e.g. when a drag-drop was rejected server-side).
/// </description></item>
/// </list>
/// </para>
///
/// <para>
/// Thread safety: designed for single-threaded use from the render
/// thread; the event delegates run synchronously on the caller's
/// thread. A <see cref="ConcurrentDictionary{TKey,TValue}"/> backs the
/// map so plugin code can look up items from any thread without
/// corrupting state.
/// </para>
/// </summary>
public sealed class ClientObjectTable
{
private readonly ConcurrentDictionary<uint, ClientObject> _objects = new();
private readonly ConcurrentDictionary<uint, Container> _containers = new();
private readonly Dictionary<uint, List<uint>> _containerIndex = new();
// B-Drag: pre-move snapshots for optimistic inventory moves. itemId → (container, slot, equip) BEFORE
// the optimistic MoveItem; restored by RollbackMove on InventoryServerSaveFailed (0x00A0),
// cleared by ConfirmMove on the InventoryPutObjInContainer (0x0022) echo.
private readonly Dictionary<uint, (uint container, int slot, EquipMask equip, int outstanding)> _pendingMoves = new();
/// <summary>Fires when an object is first added to the session.</summary>
public event Action<ClientObject>? ObjectAdded;
/// <summary>
/// Fires when an object's container / slot changes (moved between
/// packs, equipped, unequipped, dropped on ground). Old and new
/// container ids are 0 if origin or destination is "world" / "nowhere".
/// </summary>
public event Action<ClientObject, uint, uint>? ObjectMoved;
/// <summary>Fires when an object is removed from the session.</summary>
public event Action<ClientObject>? ObjectRemoved;
/// <summary>Fires when an object's properties are updated (typically after Appraise).</summary>
public event Action<ClientObject>? ObjectUpdated;
/// <summary>PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield;
/// the typed mirror <see cref="UpdateIntProperty"/> maintains on
/// <see cref="ClientObject.Effects"/>.</summary>
public const uint UiEffectsPropertyId = 18u;
public int ObjectCount => _objects.Count;
public int ContainerCount => _containers.Count;
public IEnumerable<ClientObject> Objects => _objects.Values;
public IEnumerable<Container> Containers => _containers.Values;
/// <summary>
/// Look up an object by its server-assigned <c>ObjectId</c>.
/// </summary>
public ClientObject? Get(uint objectId) =>
_objects.TryGetValue(objectId, out var item) ? item : null;
/// <summary>
/// Look up a container by object id, creating a lightweight stub if
/// the id doesn't match any known container (defensive — avoids losing
/// references when the server announces a move into a container it
/// hasn't described yet).
/// </summary>
public Container? GetContainer(uint objectId) =>
_containers.TryGetValue(objectId, out var c) ? c : null;
/// <summary>
/// Register / refresh an object in the table. Called on
/// CreateObject for item-typed weenies and on IdentifyObjectResponse
/// to fill in detail properties.
/// Does NOT update the container index — use Ingest for container-tracked objects.
/// </summary>
public void AddOrUpdate(ClientObject item)
{
ArgumentNullException.ThrowIfNull(item);
bool existed = _objects.ContainsKey(item.ObjectId);
_objects[item.ObjectId] = item;
if (!existed) ObjectAdded?.Invoke(item);
else ObjectUpdated?.Invoke(item);
}
/// <summary>
/// Register a container. Idempotent.
/// </summary>
public void AddContainer(Container container)
{
ArgumentNullException.ThrowIfNull(container);
_containers[container.ObjectId] = container;
}
/// <summary>
/// Handle a server-driven move — called from
/// InventoryPutObjInContainer (0x0022) and WieldObject (0x0023)
/// handlers. Updates ContainerId / ContainerSlot / CurrentlyEquippedLocation
/// and fires ObjectMoved. Does NOT touch WielderId — neither the wield nor the
/// unwield path manages it (a wielded item is modeled as contained-by-the-wielder),
/// so RollbackMove restores full pre-move state through this method alone.
/// </summary>
public bool MoveItem(uint itemId, uint newContainerId, int newSlot = -1,
EquipMask newEquipLocation = EquipMask.None)
{
if (!_objects.TryGetValue(itemId, out var item)) return false;
uint oldContainer = item.ContainerId;
item.ContainerId = newContainerId;
item.ContainerSlot = newSlot;
item.CurrentlyEquippedLocation = newEquipLocation;
Reindex(item, oldContainer);
ObjectMoved?.Invoke(item, oldContainer, newContainerId);
return true;
}
/// <summary>Snapshot the item's pre-move (container, slot, equip) the FIRST time it moves, and
/// bump the OUTSTANDING count on subsequent in-flight moves of the same item (so an early confirm
/// can't clear a still-pending later move — the I1 hardening). Shared by MoveItemOptimistic (unwield/
/// move) and WieldItemOptimistic (wield).</summary>
private void RecordPending(uint itemId, ClientObject item)
{
if (_pendingMoves.TryGetValue(itemId, out var p))
_pendingMoves[itemId] = (p.container, p.slot, p.equip, p.outstanding + 1);
else
_pendingMoves[itemId] = (item.ContainerId, item.ContainerSlot,
item.CurrentlyEquippedLocation, 1);
}
/// <summary>
/// Optimistic (instant) move: snapshot the item's current (ContainerId, ContainerSlot) the FIRST
/// time it moves, then <see cref="MoveItem"/> (immediate repaint via ObjectMoved). The wire
/// PutItemInContainer is sent by the caller; <see cref="ConfirmMove"/>/<see cref="RollbackMove"/>
/// reconcile against the server. Retail: local ItemList_InsertItem + ServerSaysMoveItem reconcile.
/// </summary>
public bool MoveItemOptimistic(uint itemId, uint newContainerId, int newSlot)
{
if (!_objects.TryGetValue(itemId, out var item)) return false;
// Snapshot the ORIGINAL position once + count OUTSTANDING optimistic moves of this item. The
// count stops an early confirm (0x0022) for the first of several in-flight moves of the SAME
// item from clearing the snapshot while a later move is still unconfirmed — else a later
// reject would find nothing pending and strand the item at the rejected position.
RecordPending(itemId, item);
// Gapless INSERT — treat newSlot as the insert INDEX, shift the other items, and renumber both
// containers' slots 0..N-1. A raw MoveItem sets ONLY this item's slot, which then collides with
// the item already at that slot; the sort-by-slot tie reshuffles the whole grid on every repaint
// (the "items change position when I move one" bug). Retail's ItemList_InsertItem shifts the list.
uint oldContainer = item.ContainerId;
item.ContainerId = newContainerId;
item.CurrentlyEquippedLocation = EquipMask.None;
if (oldContainer != 0 && oldContainer != newContainerId
&& _containerIndex.TryGetValue(oldContainer, out var srcList))
{ srcList.Remove(itemId); RenumberContainer(srcList); } // keep the source gapless too
if (newContainerId != 0)
{
if (!_containerIndex.TryGetValue(newContainerId, out var dstList))
_containerIndex[newContainerId] = dstList = new List<uint>();
dstList.Remove(itemId); // same-container move: pull out first
int idx = (newSlot < 0 || newSlot > dstList.Count) ? dstList.Count : newSlot;
dstList.Insert(idx, itemId);
RenumberContainer(dstList); // sequential ContainerSlots → no ties
}
else item.ContainerSlot = newSlot;
ObjectMoved?.Invoke(item, oldContainer, newContainerId);
return true;
}
/// <summary>Optimistic (instant) wield: snapshot the pre-wield (container, slot, equip), then set
/// ContainerId = wielderGuid and CurrentlyEquippedLocation = equipMask — EXACTLY what the server's
/// WieldObject 0x0023 confirm does via <see cref="MoveItem"/> (acdream models a wielded item as
/// contained-by-the-wielder). Neither path writes WielderId, so the optimistic state equals the
/// confirmed state and <see cref="RollbackMove"/> via MoveItem fully restores pre-move state. Fires
/// ObjectMoved for an immediate repaint. The caller sends GetAndWieldItem; ConfirmMove (on the 0x0023
/// echo) / RollbackMove (on 0x00A0) reconcile.</summary>
public bool WieldItemOptimistic(uint itemId, uint wielderGuid, EquipMask equipMask)
{
if (!_objects.TryGetValue(itemId, out var item)) return false;
RecordPending(itemId, item);
return MoveItem(itemId, wielderGuid, newSlot: -1, newEquipLocation: equipMask);
}
/// <summary>Assign each item in <paramref name="list"/> a sequential ContainerSlot (0..N-1) matching
/// its list position — keeps a container gapless + collision-free so the grid order is stable.</summary>
private void RenumberContainer(List<uint> list)
{
for (int i = 0; i < list.Count; i++)
if (_objects.TryGetValue(list[i], out var o)) o.ContainerSlot = i;
}
/// <summary>The server confirmed a move (InventoryPutObjInContainer 0x0022 echo) — decrement the
/// outstanding count; drop the snapshot only once no optimistic moves of this item remain. No-op
/// for a server-initiated move we never tracked.</summary>
public void ConfirmMove(uint itemId)
{
if (!_pendingMoves.TryGetValue(itemId, out var p)) return;
if (p.outstanding <= 1) _pendingMoves.Remove(itemId);
else _pendingMoves[itemId] = (p.container, p.slot, p.equip, p.outstanding - 1);
}
/// <summary>The server rejected a move (InventoryServerSaveFailed 0x00A0) — restore the item to its
/// pre-move (container, slot) and drop the snapshot entirely (the server's next snapshot reconciles
/// any still-outstanding moves). False if nothing was pending.</summary>
public bool RollbackMove(uint itemId)
{
if (!_pendingMoves.TryGetValue(itemId, out var pre)) return false;
_pendingMoves.Remove(itemId);
return MoveItem(itemId, pre.container, pre.slot, pre.equip);
}
/// <summary>
/// Handle a server-driven remove (destroyed item, dropped into 3D
/// space, stolen, etc).
/// </summary>
public bool Remove(uint itemId)
{
if (!_objects.TryRemove(itemId, out var item)) return false;
if (item.ContainerId != 0 && _containerIndex.TryGetValue(item.ContainerId, out var l))
l.Remove(itemId);
_pendingMoves.Remove(itemId); // a destroyed item must not leave a snapshot that mis-rolls-back a recycled guid
ObjectRemoved?.Invoke(item);
return true;
}
/// <summary>
/// Apply a <see cref="PropertyBundle"/> patch (e.g. from an
/// <c>IdentifyObjectResponse</c>) to an existing object. Individual
/// keys in the incoming bundle overwrite existing values; keys not
/// present are left untouched.
/// </summary>
public bool UpdateProperties(uint itemId, PropertyBundle incoming)
{
if (!_objects.TryGetValue(itemId, out var item)) return false;
foreach (var kv in incoming.Ints) item.Properties.Ints[kv.Key] = kv.Value;
foreach (var kv in incoming.Int64s) item.Properties.Int64s[kv.Key] = kv.Value;
foreach (var kv in incoming.Bools) item.Properties.Bools[kv.Key] = kv.Value;
foreach (var kv in incoming.Floats) item.Properties.Floats[kv.Key] = kv.Value;
foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
ObjectUpdated?.Invoke(item);
return true;
}
/// <summary>
/// Apply a <see cref="PropertyBundle"/> patch, creating the object if it does not
/// exist yet. Used for the local player's own properties from PlayerDescription
/// (0x0013), which may arrive BEFORE the player's CreateObject — unlike
/// <see cref="UpdateProperties"/>, which no-ops on an unknown object. Fires
/// ObjectAdded on create, else ObjectUpdated.
/// </summary>
public void UpsertProperties(uint guid, PropertyBundle incoming)
{
ArgumentNullException.ThrowIfNull(incoming);
bool existed = _objects.TryGetValue(guid, out var item);
if (!existed || item is null)
{
item = new ClientObject { ObjectId = guid };
_objects[guid] = item;
}
foreach (var kv in incoming.Ints) item.Properties.Ints[kv.Key] = kv.Value;
foreach (var kv in incoming.Int64s) item.Properties.Int64s[kv.Key] = kv.Value;
foreach (var kv in incoming.Bools) item.Properties.Bools[kv.Key] = kv.Value;
foreach (var kv in incoming.Floats) item.Properties.Floats[kv.Key] = kv.Value;
foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
if (!existed) ObjectAdded?.Invoke(item); else ObjectUpdated?.Invoke(item);
}
/// <summary>
/// Apply a single PropertyInt update (from PublicUpdatePropertyInt 0x02CE) to an
/// object: store it in the bundle and, for known typed ints, mirror to the typed
/// field. Today: UiEffects (18) → <see cref="ClientObject.Effects"/>. Fires
/// ObjectUpdated so bound widgets re-composite. Extensible hook for future
/// typed PropertyInts (StackSize, Structure, …). False if the object is unknown.
/// </summary>
public bool UpdateIntProperty(uint itemId, uint propertyId, int value)
{
if (!_objects.TryGetValue(itemId, out var item)) return false;
item.Properties.Ints[propertyId] = value;
if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value;
ObjectUpdated?.Invoke(item);
return true;
}
/// <summary>
/// Apply a SetStackSize (0x0197) update: set the object's StackSize + Value and
/// fire ObjectUpdated so bound widgets refresh the quantity overlay. False if the
/// object is unknown. Retail: ACCWeenieObject::ServerSaysSetStackSize (0x0058...).
/// </summary>
public bool UpdateStackSize(uint guid, int stackSize, int value)
{
if (!_objects.TryGetValue(guid, out var item)) return false;
item.StackSize = stackSize;
item.Value = value;
ObjectUpdated?.Invoke(item);
return true;
}
/// <summary>
/// Canonical CreateObject ingestion: create-if-absent, else patch the
/// wire-carried fields in place (retail SetWeenieDesc). Preserves the
/// PropertyBundle (appraise) and any field the wire didn't carry.
/// Effects is assigned unconditionally (0 clears) — the D.5.2 icon contract.
/// </summary>
public ClientObject Ingest(WeenieData d)
{
bool existed = _objects.TryGetValue(d.Guid, out var obj);
if (!existed || obj is null) // keep: satisfies nullable flow analysis
{
obj = new ClientObject { ObjectId = d.Guid };
_objects[d.Guid] = obj;
}
uint oldContainer = obj.ContainerId;
if (!string.IsNullOrEmpty(d.Name)) obj.Name = d.Name!;
if (d.Type is { } t) obj.Type = t;
// WeenieClassId arrives on every CreateObject (fixed prefix) and is never
// legitimately 0 for a real weenie; the != 0 guard avoids clobbering a known
// class id with a spurious 0 (and leaves a PD stub's 0 until CreateObject fills it).
if (d.WeenieClassId != 0) obj.WeenieClassId = d.WeenieClassId;
if (d.IconId != 0) obj.IconId = d.IconId;
if (d.IconOverlayId != 0) obj.IconOverlayId = d.IconOverlayId;
if (d.IconUnderlayId != 0) obj.IconUnderlayId = d.IconUnderlayId;
obj.Effects = d.Effects; // D.5.2 contract
if (d.Value is { } v) obj.Value = v;
if (d.StackSize is { } s) obj.StackSize = s;
if (d.StackSizeMax is { } sm) obj.StackSizeMax = sm;
if (d.Burden is { } b) obj.Burden = b;
if (d.ContainerId is { } c) obj.ContainerId = c;
if (d.WielderId is { } w) obj.WielderId = w;
if (d.ValidLocations is { } vl) obj.ValidLocations = (EquipMask)vl;
if (d.CurrentWieldedLocation is { } cwl) obj.CurrentlyEquippedLocation = (EquipMask)cwl;
if (d.Priority is { } pr) obj.Priority = pr;
if (d.ItemsCapacity is { } ic) obj.ItemsCapacity = ic;
if (d.ContainersCapacity is { } cc) obj.ContainersCapacity = cc;
if (d.Structure is { } st) obj.Structure = st;
if (d.MaxStructure is { } ms) obj.MaxStructure = ms;
if (d.Workmanship is { } wm) obj.Workmanship = wm;
Reindex(obj, oldContainer);
if (!existed) ObjectAdded?.Invoke(obj); else ObjectUpdated?.Invoke(obj);
return obj;
}
/// <summary>
/// PlayerDescription manifest: record that this guid is the player's
/// (in inventory or equipped at <paramref name="equip"/>), creating an
/// empty entry if CreateObject hasn't arrived yet. Never touches
/// icon/name/type/effects — that data comes from CreateObject.
/// </summary>
public ClientObject RecordMembership(uint guid, uint containerId = 0,
EquipMask equip = EquipMask.None)
{
bool existed = _objects.TryGetValue(guid, out var obj);
if (!existed || obj is null) // keep: satisfies nullable flow analysis
{
obj = new ClientObject { ObjectId = guid };
_objects[guid] = obj;
}
uint oldContainer = obj.ContainerId;
if (containerId != 0) obj.ContainerId = containerId;
if (equip != EquipMask.None) obj.CurrentlyEquippedLocation = equip;
Reindex(obj, oldContainer);
if (!existed) ObjectAdded?.Invoke(obj); else ObjectUpdated?.Invoke(obj);
return obj;
}
private void Reindex(ClientObject obj, uint oldContainerId)
{
if (oldContainerId != obj.ContainerId && oldContainerId != 0
&& _containerIndex.TryGetValue(oldContainerId, out var oldList))
oldList.Remove(obj.ObjectId);
if (obj.ContainerId != 0)
{
if (!_containerIndex.TryGetValue(obj.ContainerId, out var list))
_containerIndex[obj.ContainerId] = list = new List<uint>();
if (!list.Contains(obj.ObjectId)) list.Add(obj.ObjectId);
list.Sort((a, b) => SlotOf(a).CompareTo(SlotOf(b)));
}
}
private int SlotOf(uint guid) =>
_objects.TryGetValue(guid, out var o) ? o.ContainerSlot : int.MaxValue;
/// <summary>
/// Ordered item guids in a container (retail object_inventory_table), by ContainerSlot.
/// Returns a SNAPSHOT (safe to hold / read off-thread); empty for an unknown container.
/// </summary>
public IReadOnlyList<uint> GetContents(uint containerId) =>
_containerIndex.TryGetValue(containerId, out var l)
? l.ToArray() : System.Array.Empty<uint>();
/// <summary>
/// Replace a container's entire membership with <paramref name="guids"/> (in order) — the
/// authoritative full snapshot the server sends in ViewContents (0x0196) when you open a
/// container. Members no longer present are detached (ContainerId → 0); new members are
/// recorded with ContainerSlot = list index. ACE writes ViewContents entries
/// OrderBy(PlacementPosition) with NO explicit slot field (GameEventViewContents.cs), so the
/// list order IS the slot order. Fires ObjectAdded/ObjectMoved so bound UI repaints.
/// Retail consumer: ClientUISystem::OnViewContents.
/// </summary>
public void ReplaceContents(uint containerId, IReadOnlyList<uint> guids)
{
ArgumentNullException.ThrowIfNull(guids);
if (containerId == 0) return;
var keep = new HashSet<uint>(guids);
// Detach prior members no longer present (they left the container server-side). GetContents
// returns a snapshot, so mutating the index inside the loop is safe.
foreach (var old in GetContents(containerId))
{
if (keep.Contains(old)) continue;
if (!_objects.TryGetValue(old, out var o) || o.ContainerId != containerId) continue;
o.ContainerId = 0;
Reindex(o, containerId);
ObjectMoved?.Invoke(o, containerId, 0);
}
// Record new members in order; ContainerSlot = index reconstructs the server PlacementPosition.
for (int i = 0; i < guids.Count; i++)
{
uint g = guids[i];
bool existed = _objects.TryGetValue(g, out var obj);
if (!existed || obj is null)
{
obj = new ClientObject { ObjectId = g };
_objects[g] = obj;
}
uint oldContainer = obj.ContainerId;
obj.ContainerId = containerId;
obj.ContainerSlot = i;
Reindex(obj, oldContainer);
if (!existed) ObjectAdded?.Invoke(obj);
else ObjectMoved?.Invoke(obj, oldContainer, containerId);
}
}
/// <summary>
/// Σ Burden over every object carried by <paramref name="ownerGuid"/>: items
/// whose container chain roots at the owner (pack + side-bag contents, retail
/// hierarchy is 2-deep) plus items wielded by the owner. The client-side
/// equivalent of the server's <c>EncumbranceVal</c> (PropertyInt 5) — used by
/// the inventory burden bar until the wire value is parsed (B-Wire). The hop
/// cap (8) is a cycle guard; real chains are ≤2.
/// </summary>
public int SumCarriedBurden(uint ownerGuid)
{
int total = 0;
foreach (var o in _objects.Values)
if (IsCarriedBy(o, ownerGuid))
total += o.Burden;
return total;
}
// NOTE: WielderId is populated from wire data only (CreateObject → Ingest). An
// optimistically-wielded item (WieldItemOptimistic, before the server confirm) has
// WielderId == 0 and is detected via the ContainerId walk below (ContainerId == wielder).
// A future "is this wielded by me?" check must therefore use ContainerId, NOT WielderId alone.
private bool IsCarriedBy(ClientObject o, uint ownerGuid)
{
if (o.WielderId == ownerGuid) return true;
uint c = o.ContainerId;
for (int hops = 0; c != 0 && hops < 8; hops++)
{
if (c == ownerGuid) return true;
c = _objects.TryGetValue(c, out var parent) ? parent.ContainerId : 0u;
}
return false;
}
/// <summary>
/// Flush the table — typically called on logoff or teleport
/// that drops the session's object state.
/// </summary>
public void Clear()
{
_objects.Clear();
_containers.Clear();
_containerIndex.Clear();
_pendingMoves.Clear(); // B-Drag: drop in-flight optimistic snapshots (a recycled guid must not mis-rollback)
}
}