- ReloadUI() tears the UI down and rebuilds it in place without leaving the world — the reference's own pair, one frame apart - a model's particle clouds and ribbon trails are admitted by one rule — distance, far clip, frustum, window, room — and a building's light sources ride their rooms too, so torches stop lighting receivers through walls - a mouse-wheel notch is a press and its release, dispatched in the same frame as the reference does - the binding registry is checked against the install's own Bindings.xml and DefaultBindings.wtf, so its transcribed defaults cannot drift silently Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
89 lines
4.4 KiB
Rust
89 lines
4.4 KiB
Rust
//! The **session API** (decisions 0674, 1291) — the four exit globals the game menu's Logout and
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//! Exit Game buttons call, the two dialogs' answers to them, and `ReloadUI()`.
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//!
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//! The shape is [`super::duel`]'s: nothing to read, only the outbound half. Each call queues a
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//! [`SessionRequest`] the app drains ([`super::UiScript::take_session_requests`]) and turns into a
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//! packet or a process exit, so the engine keeps no reach into ECS/net (decision 0068 §3).
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//!
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//! What each one means, and where the reference puts it:
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//!
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//! - `Logout()` — ask to leave the world (`CMSG_LOGOUT_REQUEST`; the client's own
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//! `ClientServices::SendLogout`, wow-re `system/net/ledger.tsv` 0x5ab000). The **server** decides
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//! whether that is instant or a 20-second countdown, and says so in `SMSG_LOGOUT_RESPONSE`; the
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//! client's whole job is to narrate the answer, which is the CAMP dialog.
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//! - `Quit()` — the same request, plus a standing intent to end the *process* rather than return to
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//! character select when the logout completes. That is why Exit Game shows the same countdown
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//! under a different name (QUIT_TIMER "%d %s until exit").
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//! - `CancelLogout()` — call off either one (`CMSG_LOGOUT_CANCEL`); the server acks with
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//! `SMSG_LOGOUT_CANCEL_ACK`, which is what fires `LOGOUT_CANCEL` and takes the dialog down.
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//! - `ForceQuit()` — the QUIT dialog's "Exit now": end the process immediately, without waiting out
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//! the server's clock. (Its logout sibling `ForceLogout()` is deliberately absent: the reference's
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//! own CAMP dialog has the force button commented out — "uncomment once forced logouts are
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//! completely implemented (they currently have a failure case)" — so 1.12 ships no way to call it
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//! from the UI, and neither do we.)
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use mlua::Lua;
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use super::Model;
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/// Outbound session-exit intents queued by the Era API calls, drained by the app
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/// ([`super::UiScript::take_session_requests`]). Plain data — [`super::DuelRequest`]'s twin.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum SessionRequest {
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/// `Logout()` — leave the world back to character select.
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Logout,
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/// `Quit()` — leave the world and end the process once it completes.
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Quit,
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/// `CancelLogout()` — call off a pending logout or quit.
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CancelLogout,
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/// `ForceQuit()` — end the process now, no server round trip.
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ForceQuit,
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/// `ReloadUI()` — tear this VM down and build a fresh one, without leaving the world.
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///
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/// The reference's `ReloadUI 0x4884d0` reads no arguments and returns no values; it only sets
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/// `ds:0xb4b3f4`, and the per-frame callback `0x495590` runs the teardown/rebuild pair
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/// (`0x490bd0` → `0x48fbf0`) on the NEXT frame — a deferral that doubles as the reentrancy
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/// guard: the Lua state being destroyed is never the one mid-way through executing the call.
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/// Queuing an intent the app runs outside any VM call is that same guard in this engine's
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/// shape (wow-re `system/ui/scratch/savedvariables-protocol.md` §2, byte-verified).
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ReloadUi,
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}
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impl super::UiScript {
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/// Drain the session-exit intents queued since the last call.
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pub fn take_session_requests(&mut self) -> Vec<SessionRequest> {
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std::mem::take(&mut self.model_mut().session_requests)
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}
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/// Queue an intent from the app side — the `/logout` and `/camp` slash commands, which benilla
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/// parses in Rust rather than through `SlashCmdList` (the [`super::UiScript::queue_duel_request`]
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/// posture), so they enter the same queue and get the same dialog.
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pub fn queue_session_request(&mut self, request: SessionRequest) {
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self.model_mut().session_requests.push(request);
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}
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}
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/// Register the five session globals — the four exit verbs, and `ReloadUI`.
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pub(super) fn install(lua: &Lua) -> mlua::Result<()> {
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let g = lua.globals();
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for (name, request) in [
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("Logout", SessionRequest::Logout),
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("Quit", SessionRequest::Quit),
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("CancelLogout", SessionRequest::CancelLogout),
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("ForceQuit", SessionRequest::ForceQuit),
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("ReloadUI", SessionRequest::ReloadUi),
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] {
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g.set(
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name,
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lua.create_function(move |lua, ()| {
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let mut model = lua.app_data_mut::<Model>().expect("model app_data");
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model.session_requests.push(request);
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Ok(())
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})?,
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)?;
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}
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Ok(())
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}
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