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