Commit cf10267
committed
feat: report the outcome of a scene's openExplorerUi request back to it
PBExplorerUiEventsResult is appended to the scene root entity, so a scene that asked
for a panel learns that it actually appeared and, later, that it went away -- including
dismissals it never asked for, like the player pressing Escape. The set is grow-only, so
two events surviving the same tick is ordinary rather than a defect; the scene reads them
as a (prevMax, curMax] window the way input.ts does for pointer results, which is also
why timestamp carries the tick number and nothing finer.
The events are emitted from inside ExplorerUiActions.OpenSectionAsync rather than from
IMVCManager.OnViewShowed/OnViewClosed, and that is the decision worth spelling out. The
proto's ui field is a section -- EU_MAP, EU_BACKPACK, ... -- while MVC's life cycle unit
is the whole ExplorePanelController with seven tabs inside it. Switching tabs raises no
MVC event at all and the section on screen lives in a private field, so an MVC-sourced
implementation had nothing true to put in ui. Taken from the request, ui is correct by
construction. This does not close the door on reporting opens the user initiated: a
grow-only oneof takes new variants without a schema change.
OpenSection answers the scene on its JS thread, so it asks MVC a second time after
switching to the main thread and reports nothing if the user opened the panel in between.
ShowAsync returns without doing anything for a controller that is not hidden, so the
alternative is a reported open for a panel this scene never opened, followed by a close
that never comes. The closed event is enqueued from a finally around ShowAsync, which
resolves when the panel goes down however it got there.
The hand-off is a plain Queue<ExplorerUiEvent> on ECSWorldInstanceSharedDependencies,
built per scene next to EntityEventsBuilder and drained by WriteExplorerUiEventsSystem in
SyncedPreRenderingSystemGroup. Both ends are main-thread-only -- the producer enqueues
after SwitchToMainThread, the consumer is an ECS system -- so it needs no locking, and a
late enqueue cannot throw once ECSWorldFacade.Dispose has taken the world down. It sits in
ECS.Unity beside WriteEngineInfoSystem, the existing scene-root CRDT writer injected by
ECSWorldFactory, because DCL.Social does not reference the CRDT assembly and cannot see
anything placed next to IECSToCRDTWriter.
IExplorerUiActions.OpenSection now takes the protocol value alongside the section it maps
to. There is no reverse mapping and the two enums are not value-compatible, so the value
is carried down rather than recovered.
ExplorerUiActionsShould gains the pair, the two ways nothing is reported, and the close
that has to survive a show which does not end normally; its panel-state arrangement moved
off a positional Returns sequence because every accepted request now asks MVC twice.
WriteExplorerUiEventsSystemShould covers the drain, and ExplorerUiEventsResultShould
already pinned the append itself.1 parent 59cc17f commit cf10267
15 files changed
Lines changed: 352 additions & 28 deletions
File tree
- Explorer/Assets/DCL
- Infrastructure
- CrdtEcsBridge/JsModulesImplementation/RestrictedActions
- ExplorerUi
- Tests
- ECS/Unity
- ExplorerUiEvents
- SceneRunner
- ECSWorld
- PluginSystem/World/Dependencies
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