1.3 KiB
1.3 KiB
Shell UI Command and Deferred Work Flow
- Roots: shell callback paths that converge on
shell_dispatch_ui_commandat0x00464410. - Trigger/Cadence: event-driven UI command dispatch plus deferred-message queue flushing during shell activity.
- Key Dispatchers:
shell_dispatch_ui_command,shell_enqueue_deferred_work_message,shell_post_deferred_message_type5,shell_post_deferred_message_type6,shell_enqueue_deferred_message_type4,shell_enqueue_deferred_message_type1. - State Anchors: shell object at
0x0062be68, queue roots around[this+0x11369d],[this+0x1136a1], and[this+0x1136a5], global routing gates at0x006d4034, and the separate detail-panel controller rooted at0x006d0818. - Subsystem Handoffs: routes into graphics config, scenario-text export, overlay generation,
multiplayer UI, shell detail windows such as
EditorPanel.winandTrainDetail.win, and presentation-facing deferred work later drained byshell_service_frame_cycle. - Evidence: function-map shell rows around
0x00464410,0x004d4500,0x004ddbd0, and0x0051f1d0..0x0051f460. - Open Questions: whether the shell command dispatcher is also used by hotkeys or only by UI
callback tables; the current
0x006d0818detail-panel path looks shell-only and does not yet explain gameplay world entry.