Collisions: init bucket heads to -1 (QueryAabb hung before the first rebuild), reset query stamps on truncated QueryAabb (later queries silently dropped entities), inside-origin raycasts hit at fraction 0 for circles too, exactly-touching boxes now pair like touching circles. Graphics: render into the letterbox viewport so the picture matches ScreenToWorld/WorldToScreen instead of stretching; Y-sort by the transform pivot rather than the quad center; lock-free snapshot LayerRegistry (parallel submit read it unsynchronized); validate InitialCapacity; warn when UseRenderer2D drops options of a later scene. Core: scenes are explicitly single-use (re-loading threw silently duplicated systems/entities before — now it throws), Scene.RegisterUnload for per-scene resources, a switch requested during the reveal phase covers again instead of hard-swapping, borderless fullscreen (HardwareModeSwitch off), InputCapture service for input-suppressing overlays, host disposes the transition renderer and IDisposable services on shutdown. Input: game input reads as released while InputCapture is held; mouse position and wheel freeze so deltas stay zero. DevConsole: holds InputCapture while open (typing no longer drives the camera), Revision increments only under the lock, quoted command arguments, history capped at 256. UI: scene Desktop skips Myra input processing while the console is open (clicks no longer fall through), is disposed on scene unload, and Myra init no longer depends on a process-static flag. Audio: validate channel count/sample rate before stopping the previous track, empty looped oggs no longer hang FillBuffers, the instance stops when a non-looping track drains (IsPlaying was stuck true). Atlases: metadata v2 stores per-source size+mtime snapshots, so timestamp-preserving copies and renames invalidate correctly; loader checks the version and disposes pages on partial load failure; shared pages never exceed a non-POT MaxPageSize; oversized items pack first onto exact-size pages instead of splitting an open shared page; the CLI validates numeric options. Assets.Generator: file names are escaped in XML docs and string literals, members no longer collide with the enclosing class (CS0542), and the Assets root is resolved against build_property.projectdir so nested "Assets" directories do not shift region paths. Pathfinding: queries throw when the grid was resized after construction; generation stamps survive int overflow. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
56f2a85478
commit
501d81e19f
@@ -40,9 +40,25 @@ public sealed class MusicPlayer : IDisposable
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/// <summary>Starts streaming <paramref name="track"/>, stopping the previous one.</summary>
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public void Play(MusicTrack track, bool loop = true)
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{
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// Валидация до Stop(): негодный файл не должен обрывать играющий трек.
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var reader = new VorbisReader(track.FullPath);
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if (reader.Channels is < 1 or > 2)
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{
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reader.Dispose();
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throw new NotSupportedException(
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$"Music '{track.FullPath}' has {reader.Channels} channels; only mono and stereo are supported.");
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}
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if (reader.SampleRate is < 8000 or > 48000)
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{
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reader.Dispose();
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throw new NotSupportedException(
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$"Music '{track.FullPath}' has sample rate {reader.SampleRate} Hz; supported range is 8000–48000 Hz.");
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}
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Stop();
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_loop = loop;
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_reader = new VorbisReader(track.FullPath);
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_reader = reader;
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// ~0.5 seconds of samples per submitted buffer.
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var samplesPerBuffer = _reader.SampleRate * _reader.Channels / 2;
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@@ -91,13 +107,22 @@ public sealed class MusicPlayer : IDisposable
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var read = _reader.ReadSamples(_sampleBuffer, 0, _sampleBuffer.Length);
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if (read == 0)
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{
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if (!_loop)
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// SamplePosition > 0 отличает конец трека от пустого файла: после перемотки
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// на 0 повторный read == 0 не зацикливается, а завершает воспроизведение.
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if (_loop && _reader.SamplePosition > 0)
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{
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return;
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_reader.SamplePosition = 0;
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continue;
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}
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_reader.SamplePosition = 0;
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continue;
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// Конец незацикленного трека (или пустой файл): когда буферы доиграли,
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// останавливаем инстанс — иначе IsPlaying остаётся true навсегда.
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if (_instance.PendingBufferCount == 0)
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{
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_instance.Stop();
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}
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return;
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}
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for (var i = 0; i < read; i++)
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