feat(net): track + echo movement sequence counters
Sprint 1a of the audit remediation plan. Extracts the 4 movement sequence counters from inbound server messages and echoes them in outbound MoveToState + AutonomousPosition instead of hardcoded zeros: - instanceSequence (slot 8 in CreateObject PhysicsData timestamps) - teleportSequence (slot 4, also from PlayerTeleport 0xF751) - serverControlSequence (slot 5) - forcePositionSequence (slot 6, also from UpdatePosition 0xF748) Source: holtburger player/types.rs:237-245, mutations.rs:182-706. The server uses these to detect stale/reordered movement packets. Previously all zeros → server couldn't distinguish epoch boundaries. Changes: - CreateObject.Parsed: +4 sequence fields extracted from timestamps - UpdatePosition.Parsed: +3 sequence fields from trailing u16s - WorldSession: tracks 4 counters, updates from CreateObject/ UpdatePosition/PlayerTeleport for the player's own GUID - GameWindow: passes tracked values to MoveToState.Build and AutonomousPosition.Build Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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4 changed files with 74 additions and 18 deletions
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@ -1753,10 +1753,10 @@ public sealed class GameWindow : IDisposable
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cellId: wireCellId,
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position: wirePos,
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rotation: wireRot,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0);
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instanceSequence: _liveSession.InstanceSequence,
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serverControlSequence: _liveSession.ServerControlSequence,
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teleportSequence: _liveSession.TeleportSequence,
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forcePositionSequence: _liveSession.ForcePositionSequence);
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_liveSession.SendGameAction(body);
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}
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@ -1768,10 +1768,10 @@ public sealed class GameWindow : IDisposable
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cellId: wireCellId,
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position: wirePos,
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rotation: wireRot,
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instanceSequence: 0,
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serverControlSequence: 0,
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teleportSequence: 0,
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forcePositionSequence: 0);
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instanceSequence: _liveSession.InstanceSequence,
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serverControlSequence: _liveSession.ServerControlSequence,
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teleportSequence: _liveSession.TeleportSequence,
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forcePositionSequence: _liveSession.ForcePositionSequence);
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_liveSession.SendGameAction(body);
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}
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}
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@ -92,7 +92,11 @@ public static class CreateObject
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float? ObjScale,
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string? Name,
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ServerMotionState? MotionState,
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uint? MotionTableId);
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uint? MotionTableId,
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ushort InstanceSequence = 0,
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ushort TeleportSequence = 0,
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ushort ServerControlSequence = 0,
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ushort ForcePositionSequence = 0);
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/// <summary>
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/// The relevant subset of the server-sent <c>MovementData</c> /
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@ -332,8 +336,15 @@ public static class CreateObject
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if ((physicsFlags & PhysicsDescriptionFlag.DefaultScriptIntensity) != 0) pos += 4;
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// 9 sequence timestamps, always present at end of PhysicsData.
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// Indices per holtburger: 0=position, 4=teleport, 5=serverControl,
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// 6=forcePosition, 8=instance.
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if (body.Length - pos < 9 * 2) return PartialResult();
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pos += 9 * 2; // each sequence is a ushort
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var seqSpan = body.Slice(pos, 9 * 2);
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ushort instanceSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(8 * 2));
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ushort teleportSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(4 * 2));
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ushort serverControlSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(5 * 2));
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ushort forcePositionSeq = BinaryPrimitives.ReadUInt16LittleEndian(seqSpan.Slice(6 * 2));
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pos += 9 * 2;
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AlignTo4(ref pos);
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// --- WeenieHeader: read just the Name field (second after flags). ---
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@ -349,7 +360,8 @@ public static class CreateObject
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}
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return new Parsed(guid, position, setupTableId, animParts,
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textureChanges, subPalettes, basePaletteId, objScale, name, motionState, motionTableId);
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textureChanges, subPalettes, basePaletteId, objScale, name, motionState, motionTableId,
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instanceSeq, teleportSeq, serverControlSeq, forcePositionSeq);
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// Local helper: if we ran out of fields past PhysicsData, still
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// return the useful prefix (guid/position/setup/animParts/textures/palettes/scale/motion).
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@ -63,7 +63,10 @@ public static class UpdatePosition
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uint Guid,
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CreateObject.ServerPosition Position,
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System.Numerics.Vector3? Velocity,
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uint? PlacementId);
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uint? PlacementId,
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ushort InstanceSequence = 0,
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ushort TeleportSequence = 0,
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ushort ForcePositionSequence = 0);
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/// <summary>
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/// Parse a reassembled UpdatePosition body. <paramref name="body"/>
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@ -144,17 +147,24 @@ public static class UpdatePosition
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pos += 4;
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}
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// We deliberately skip the four u16 sequence numbers that
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// follow; subscribers don't need them for simple rendering,
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// and if the message is a deliberate out-of-order teleport the
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// server always follows up with a fresher update anyway.
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// Four u16 sequence numbers: instance, position, teleport, forcePosition.
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ushort instSeq = 0, teleSeq = 0, forceSeq = 0;
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if (body.Length - pos >= 8)
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{
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instSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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// pos+2 = positionSequence (not tracked by movement)
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teleSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos + 4));
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forceSeq = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos + 6));
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pos += 8;
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}
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var serverPos = new CreateObject.ServerPosition(
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LandblockId: cellId,
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PositionX: px, PositionY: py, PositionZ: pz,
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RotationW: rw, RotationX: rx, RotationY: ry, RotationZ: rz);
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return new Parsed(guid, serverPos, velocity, placementId);
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return new Parsed(guid, serverPos, velocity, placementId,
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instSeq, teleSeq, forceSeq);
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}
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catch
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{
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@ -116,6 +116,12 @@ public sealed class WorldSession : IDisposable
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public event Action<State>? StateChanged;
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public State CurrentState { get; private set; } = State.Disconnected;
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/// <summary>Movement sequence counters for outbound MoveToState/AutonomousPosition.</summary>
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public ushort InstanceSequence => _instanceSequence;
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public ushort ServerControlSequence => _serverControlSequence;
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public ushort TeleportSequence => _teleportSequence;
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public ushort ForcePositionSequence => _forcePositionSequence;
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public CharacterList.Parsed? Characters { get; private set; }
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private readonly NetClient _net;
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@ -129,6 +135,16 @@ public sealed class WorldSession : IDisposable
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private uint _clientPacketSequence;
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private uint _fragmentSequence = 1;
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// Movement sequence counters — echoed back in every MoveToState and
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// AutonomousPosition so the server can detect stale/reordered packets.
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// Initialized from CreateObject PhysicsData timestamps, updated by
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// UpdatePosition/UpdateMotion/PlayerTeleport. Per holtburger:
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// instance=slot 8, teleport=slot 4, serverControl=slot 5, forcePosition=slot 6.
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private ushort _instanceSequence;
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private ushort _serverControlSequence;
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private ushort _teleportSequence;
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private ushort _forcePositionSequence;
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// Phase A.3: background receive thread buffers raw UDP datagrams into
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// a channel so the render thread never blocks on socket I/O.
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private readonly Channel<byte[]> _inboundQueue =
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@ -400,6 +416,15 @@ public sealed class WorldSession : IDisposable
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var parsed = CreateObject.TryParse(body);
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if (parsed is not null)
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{
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// Initialize sequence counters from the player's own CreateObject.
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if (parsed.Value.Guid == Characters?.Characters.FirstOrDefault().Id)
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{
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_instanceSequence = parsed.Value.InstanceSequence;
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_teleportSequence = parsed.Value.TeleportSequence;
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_serverControlSequence = parsed.Value.ServerControlSequence;
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_forcePositionSequence = parsed.Value.ForcePositionSequence;
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}
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EntitySpawned?.Invoke(new EntitySpawn(
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parsed.Value.Guid,
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parsed.Value.Position,
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@ -440,6 +465,14 @@ public sealed class WorldSession : IDisposable
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var posUpdate = UpdatePosition.TryParse(body);
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if (posUpdate is not null)
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{
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// Update sequence counters from the player's own position updates.
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if (posUpdate.Value.Guid == Characters?.Characters.FirstOrDefault().Id)
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{
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_instanceSequence = posUpdate.Value.InstanceSequence;
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_teleportSequence = posUpdate.Value.TeleportSequence;
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_forcePositionSequence = posUpdate.Value.ForcePositionSequence;
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}
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PositionUpdated?.Invoke(new EntityPositionUpdate(
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posUpdate.Value.Guid,
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posUpdate.Value.Position,
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@ -457,10 +490,11 @@ public sealed class WorldSession : IDisposable
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// movement; the LoginComplete is sent from GameWindow once
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// the destination UpdatePosition is received and the player
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// has been snapped to the new cell.
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uint sequence = 0;
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ushort sequence = 0;
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if (body.Length >= 6)
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sequence = System.Buffers.Binary.BinaryPrimitives.ReadUInt16LittleEndian(
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body.AsSpan(4, 2));
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_teleportSequence = sequence; // track for outbound movement messages
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TeleportStarted?.Invoke(sequence);
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}
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}
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