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>
This commit is contained in:
Erik 2026-04-13 13:45:39 +02:00
parent 9e5258152d
commit 11974c2099
4 changed files with 74 additions and 18 deletions

View file

@ -116,6 +116,12 @@ public sealed class WorldSession : IDisposable
public event Action<State>? StateChanged;
public State CurrentState { get; private set; } = State.Disconnected;
/// <summary>Movement sequence counters for outbound MoveToState/AutonomousPosition.</summary>
public ushort InstanceSequence => _instanceSequence;
public ushort ServerControlSequence => _serverControlSequence;
public ushort TeleportSequence => _teleportSequence;
public ushort ForcePositionSequence => _forcePositionSequence;
public CharacterList.Parsed? Characters { get; private set; }
private readonly NetClient _net;
@ -129,6 +135,16 @@ public sealed class WorldSession : IDisposable
private uint _clientPacketSequence;
private uint _fragmentSequence = 1;
// Movement sequence counters — echoed back in every MoveToState and
// AutonomousPosition so the server can detect stale/reordered packets.
// Initialized from CreateObject PhysicsData timestamps, updated by
// UpdatePosition/UpdateMotion/PlayerTeleport. Per holtburger:
// instance=slot 8, teleport=slot 4, serverControl=slot 5, forcePosition=slot 6.
private ushort _instanceSequence;
private ushort _serverControlSequence;
private ushort _teleportSequence;
private ushort _forcePositionSequence;
// Phase A.3: background receive thread buffers raw UDP datagrams into
// a channel so the render thread never blocks on socket I/O.
private readonly Channel<byte[]> _inboundQueue =
@ -400,6 +416,15 @@ public sealed class WorldSession : IDisposable
var parsed = CreateObject.TryParse(body);
if (parsed is not null)
{
// Initialize sequence counters from the player's own CreateObject.
if (parsed.Value.Guid == Characters?.Characters.FirstOrDefault().Id)
{
_instanceSequence = parsed.Value.InstanceSequence;
_teleportSequence = parsed.Value.TeleportSequence;
_serverControlSequence = parsed.Value.ServerControlSequence;
_forcePositionSequence = parsed.Value.ForcePositionSequence;
}
EntitySpawned?.Invoke(new EntitySpawn(
parsed.Value.Guid,
parsed.Value.Position,
@ -440,6 +465,14 @@ public sealed class WorldSession : IDisposable
var posUpdate = UpdatePosition.TryParse(body);
if (posUpdate is not null)
{
// Update sequence counters from the player's own position updates.
if (posUpdate.Value.Guid == Characters?.Characters.FirstOrDefault().Id)
{
_instanceSequence = posUpdate.Value.InstanceSequence;
_teleportSequence = posUpdate.Value.TeleportSequence;
_forcePositionSequence = posUpdate.Value.ForcePositionSequence;
}
PositionUpdated?.Invoke(new EntityPositionUpdate(
posUpdate.Value.Guid,
posUpdate.Value.Position,
@ -457,10 +490,11 @@ public sealed class WorldSession : IDisposable
// movement; the LoginComplete is sent from GameWindow once
// the destination UpdatePosition is received and the player
// has been snapped to the new cell.
uint sequence = 0;
ushort sequence = 0;
if (body.Length >= 6)
sequence = System.Buffers.Binary.BinaryPrimitives.ReadUInt16LittleEndian(
body.AsSpan(4, 2));
_teleportSequence = sequence; // track for outbound movement messages
TeleportStarted?.Invoke(sequence);
}
}