Fix engine-wide code review findings
CI / build-test (push) Failing after 1m7s

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:
Leonid Pershin
2026-06-11 21:18:08 +03:00
co-authored by Claude Fable 5
parent 56f2a85478
commit 501d81e19f
35 changed files with 926 additions and 98 deletions
+36 -11
View File
@@ -9,41 +9,66 @@ namespace MrGameEng.UI;
/// <summary>
/// Draw system rendering the scene's Myra <see cref="Desktop"/>. Must run after the scene's
/// world rendering (register UI last in the draw phase) — the UI is drawn on top in window
/// pixels and also processes mouse/keyboard interaction during render.
/// pixels and also processes mouse/keyboard interaction during render. While
/// <see cref="InputCapture.Captured"/> is set (developer console open), the desktop is drawn
/// without processing input, so overlay clicks and keystrokes do not fall through to it.
/// </summary>
public sealed class UiRenderSystem : BaseSystem
{
private readonly Desktop _desktop;
private readonly InputCapture? _capture;
/// <summary>Creates the system for <paramref name="desktop"/>.</summary>
public UiRenderSystem(Desktop desktop) => _desktop = desktop;
public UiRenderSystem(Desktop desktop, InputCapture? capture = null)
{
_desktop = desktop;
_capture = capture;
}
/// <inheritdoc />
protected override void OnUpdateGroup() => _desktop.Render();
protected override void OnUpdateGroup()
{
if (_capture?.Captured == true)
{
// Render() = UpdateInput + UpdateLayout + RenderVisual; пропускаем только ввод.
_desktop.UpdateLayout();
_desktop.RenderVisual();
}
else
{
_desktop.Render();
}
}
}
/// <summary>Wires the UI module (Myra) into a <see cref="Scene"/>.</summary>
public static class SceneUiExtensions
{
private static bool _environmentInitialized;
/// <summary>
/// Creates a Myra <see cref="Desktop"/> for this scene and registers
/// <see cref="UiRenderSystem"/> in the draw phase. Call from <c>OnLoad</c>
/// <b>after</b> <c>UseRenderer2D()</c> so the UI draws on top of the world.
/// Build the UI by assigning <see cref="Desktop.Root"/>.
/// Build the UI by assigning <see cref="Desktop.Root"/>. The desktop is disposed
/// automatically when the scene unloads.
/// </summary>
public static Desktop UseUI(this Scene scene)
{
// Геттер MyraEnvironment.Game бросает исключение, пока Game не задан — проверять через ??= нельзя.
if (!_environmentInitialized)
var services = scene.Context.Services;
// Присваивание идемпотентно; геттер MyraEnvironment.Game бросает исключение, пока
// Game не задан, поэтому проверять текущее значение перед записью нельзя.
MyraEnvironment.Game = services.Get<Game>();
var capture = services.GetOrDefault<InputCapture>();
if (capture is null)
{
MyraEnvironment.Game = scene.Context.Services.Get<Game>();
_environmentInitialized = true;
capture = new InputCapture();
services.Add(capture);
}
var desktop = new Desktop();
scene.DrawSystems.Add(new UiRenderSystem(desktop));
scene.RegisterUnload(desktop.Dispose);
scene.DrawSystems.Add(new UiRenderSystem(desktop, capture));
return desktop;
}
}