Files
mrgameeng/src/MrGameEng.Core/ServiceRegistry.cs
T
Leonid PershinandClaude Fable 5 501d81e19f
CI / build-test (push) Failing after 1m7s
Fix engine-wide code review findings
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>
2026-06-11 21:18:08 +03:00

53 lines
1.9 KiB
C#

namespace MrGameEng.Core;
/// <summary>
/// Minimal service locator used by engine modules to expose their services
/// (input, audio, assets, …) to scenes and systems without coupling modules to each other.
/// </summary>
public sealed class ServiceRegistry
{
private readonly Dictionary<Type, object> _services = new();
/// <summary>Registers a service instance under type <typeparamref name="T"/>. Throws if already registered.</summary>
public void Add<T>(T service) where T : class
{
if (!_services.TryAdd(typeof(T), service))
{
throw new InvalidOperationException($"Service of type {typeof(T)} is already registered.");
}
}
/// <summary>Returns the registered service of type <typeparamref name="T"/>. Throws if missing.</summary>
public T Get<T>() where T : class
{
return _services.TryGetValue(typeof(T), out var service)
? (T)service
: throw new InvalidOperationException($"Service of type {typeof(T)} is not registered.");
}
/// <summary>Returns the registered service of type <typeparamref name="T"/> or null.</summary>
public T? GetOrDefault<T>() where T : class
{
return _services.TryGetValue(typeof(T), out var service) ? (T)service : null;
}
/// <summary>
/// Disposes every registered <see cref="IDisposable"/> service (each instance once, even
/// when registered under several types) and clears the registry. <paramref name="except"/>
/// is skipped. Called on host shutdown.
/// </summary>
internal void DisposeServices(object? except = null)
{
var disposed = new HashSet<object>(ReferenceEqualityComparer.Instance);
foreach (var service in _services.Values)
{
if (!ReferenceEquals(service, except) && service is IDisposable disposable && disposed.Add(service))
{
disposable.Dispose();
}
}
_services.Clear();
}
}