Add Ehwrj clean-room live map
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docs/architecture.md
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docs/architecture.md
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# Architecture
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Ehwrj is split into small modules so that local API access, state derivation, rendering, and platform integration stay separate.
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## Data Flow
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```text
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War Thunder local API
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-> Ehwrj.Core.Services.WarThunderClient
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-> Ehwrj.App.Services.LiveMapService
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-> Ehwrj.App.Models.LiveSnapshot
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-> MainWindow / OverlayWindow
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-> MapCanvas / OverlayCanvas
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```
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## Modules
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### Ehwrj.Core
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- `WarThunderClient` is the only module allowed to perform network requests.
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- Its base address is fixed to `http://127.0.0.1:8111/`.
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- `ProcessProbe` checks whether `aces.exe` is present.
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- `MapInfo` parses `/map_info.json`.
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- `MapObject` parses `/map_obj.json`.
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- `FlightState` parses optional `/state` telemetry such as `TAS, km/h`, `IAS, km/h`, `Vy, m/s`, and `H, m`.
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- `BattleMessage` normalizes optional `/hudmsg` and `/gamechat` messages.
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- `MapObjectKind` classifies player, ally, squad, enemy, objective, and unknown objects.
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- `ObjectTracker` estimates motion from consecutive object positions.
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- `CoordinateProjector` converts map coordinates into viewport coordinates.
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`Ehwrj.Core` targets plain `net8.0` and has no UI dependency.
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Parser tolerance is intentionally concentrated in `Ehwrj.Core`:
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- numeric JSON strings are parsed with invariant culture and comma decimal fallback
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- map bounds can come from scalar min/max fields, `map_min`/`map_max` arrays, `bounds`, or `grid_size`
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- object position can come from scalar `x`/`y` style fields or `pos`/`position` style arrays
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- object direction can come from scalar `dx`/`dy` style fields or `dir`/`direction`/`velocity` style arrays
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### Ehwrj.App
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- `LiveMapService` owns the polling loop and converts endpoint responses into immutable UI snapshots.
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- `SettingsStore` persists user settings under `%LOCALAPPDATA%\Ehwrj`.
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- `OverlaySettings` holds user-adjustable overlay controls.
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- `UiText` and `LanguageOption` provide the clean-room English/Korean UI language layer.
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- `LiveSnapshot` is the single render input for both the main map and overlay.
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- `MainViewModel` coordinates commands and live state for the Avalonia UI.
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### Rendering
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- `MapCanvas` draws the main map preview, including player-relative rotation of the map plane and projected tactical objects.
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- `OverlayCanvas` draws the transparent overlay surface.
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- Rendering code receives a `LiveSnapshot` and `OverlaySettings`; it does not perform I/O.
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- Overlay setting changes invalidate the drawing surface directly, so UI sliders and text settings are reflected without restarting the polling loop.
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### Overlay Controls
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The overlay settings mirror the benign controls identified in the analyzed live map resource:
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- minimap visibility, aircraft scale, and Mach threshold
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- spot radar visibility, detection range, spread, vertical scale, and vertical offset
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- marker opacity, arrow scale, arrow outline, and colors
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- distance, Mach, and closure speed label toggles
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- per-label font size, outline width, color, and opacity
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### Platform Integration
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- `Win32.MakeOverlayClickThrough` is the only Windows interop hook.
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- It applies click-through and no-activate extended styles to the optional overlay window.
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- It is guarded with `OperatingSystem.IsWindows()`.
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### Developer Tooling
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- `Ehwrj.Tools.LocalApiStub` serves deterministic `/map_info.json`, `/map_obj.json`, and `/map.img` responses on loopback.
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- It also serves optional `/state`, `/hudmsg`, and `/gamechat` responses for player info and battle log development.
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- The stub lets contributors exercise the UI without running War Thunder.
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- The generated map image is produced in memory and the moving aircraft data is deterministic.
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- `Ehwrj.Tools.Capture` captures real local API responses into fixture directories.
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- It writes `capture-report.txt` so captured fixtures can be checked for parser coverage, raw object field frequency, unknown object samples, replay readiness, and tuning gaps.
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- `LocalApiStub --fixture-dir` replays captured fixtures before falling back to generated responses.
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## Safety Rules
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The project intentionally has no module for clipboard monitoring, startup persistence, ZIP mutation, PE resource updates, or external network communication. New features should preserve these boundaries.
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