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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@ -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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